@itwin/core-frontend 4.0.0-dev.24 → 4.0.0-dev.30

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (470) hide show
  1. package/CHANGELOG.md +43 -36
  2. package/lib/cjs/AccuDraw.js +1 -1
  3. package/lib/cjs/AccuDraw.js.map +1 -1
  4. package/lib/cjs/AccuSnap.js +3 -3
  5. package/lib/cjs/AccuSnap.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.js +9 -11
  7. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  8. package/lib/cjs/DisplayStyleState.js +8 -12
  9. package/lib/cjs/DisplayStyleState.js.map +1 -1
  10. package/lib/cjs/DrawingViewState.js +4 -6
  11. package/lib/cjs/DrawingViewState.js.map +1 -1
  12. package/lib/cjs/EnvironmentDecorations.js +2 -3
  13. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  14. package/lib/cjs/FlashSettings.js +3 -4
  15. package/lib/cjs/FlashSettings.js.map +1 -1
  16. package/lib/cjs/GeoServices.js +7 -9
  17. package/lib/cjs/GeoServices.js.map +1 -1
  18. package/lib/cjs/IModelApp.js +19 -21
  19. package/lib/cjs/IModelApp.js.map +1 -1
  20. package/lib/cjs/IModelConnection.js +1 -1
  21. package/lib/cjs/IModelConnection.js.map +1 -1
  22. package/lib/cjs/IpcApp.js +1 -1
  23. package/lib/cjs/IpcApp.js.map +1 -1
  24. package/lib/cjs/LocalhostIpcApp.js +3 -4
  25. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  26. package/lib/cjs/ModelState.js +2 -3
  27. package/lib/cjs/ModelState.js.map +1 -1
  28. package/lib/cjs/NativeApp.js +4 -7
  29. package/lib/cjs/NativeApp.js.map +1 -1
  30. package/lib/cjs/NoRenderApp.js +1 -2
  31. package/lib/cjs/NoRenderApp.js.map +1 -1
  32. package/lib/cjs/PlanarClipMaskState.js +1 -1
  33. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  34. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -4
  35. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  36. package/lib/cjs/SheetViewState.js +15 -23
  37. package/lib/cjs/SheetViewState.js.map +1 -1
  38. package/lib/cjs/Tiles.js +2 -2
  39. package/lib/cjs/Tiles.js.map +1 -1
  40. package/lib/cjs/ViewContext.js +1 -1
  41. package/lib/cjs/ViewContext.js.map +1 -1
  42. package/lib/cjs/ViewCreator2d.js +4 -5
  43. package/lib/cjs/ViewCreator2d.js.map +1 -1
  44. package/lib/cjs/ViewCreator3d.js +5 -5
  45. package/lib/cjs/ViewCreator3d.js.map +1 -1
  46. package/lib/cjs/ViewState.js +17 -24
  47. package/lib/cjs/ViewState.js.map +1 -1
  48. package/lib/cjs/Viewport.js +22 -32
  49. package/lib/cjs/Viewport.js.map +1 -1
  50. package/lib/cjs/extension/ExtensionImpl.js +1 -1
  51. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  52. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
  53. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  54. package/lib/cjs/quantity-formatting/QuantityFormatter.js +7 -9
  55. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  56. package/lib/cjs/render/FeatureSymbology.js +1 -2
  57. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  58. package/lib/cjs/render/GraphicBuilder.js +7 -9
  59. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  60. package/lib/cjs/render/MockRender.js +1 -2
  61. package/lib/cjs/render/MockRender.js.map +1 -1
  62. package/lib/cjs/render/ParticleCollectionBuilder.js +2 -3
  63. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  64. package/lib/cjs/render/RealityMeshParams.js +7 -10
  65. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  66. package/lib/cjs/render/RenderPlan.js +1 -1
  67. package/lib/cjs/render/RenderPlan.js.map +1 -1
  68. package/lib/cjs/render/RenderSystem.js +1 -2
  69. package/lib/cjs/render/RenderSystem.js.map +1 -1
  70. package/lib/cjs/render/VisibleFeature.js +2 -4
  71. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  72. package/lib/cjs/render/primitives/AuxChannelTable.js +6 -9
  73. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  74. package/lib/cjs/render/primitives/EdgeParams.js +6 -7
  75. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  76. package/lib/cjs/render/primitives/PolylineParams.js +2 -3
  77. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  78. package/lib/cjs/render/primitives/VertexKey.js +1 -1
  79. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  80. package/lib/cjs/render/primitives/VertexTable.js +1 -1
  81. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  82. package/lib/cjs/render/primitives/VertexTableSplitter.js +6 -8
  83. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  84. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +9 -11
  85. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  86. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -5
  87. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  88. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +1 -1
  89. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  90. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +2 -3
  91. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  92. package/lib/cjs/render/webgl/BranchState.js +9 -10
  93. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  94. package/lib/cjs/render/webgl/EDL.js +17 -21
  95. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  96. package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
  97. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  98. package/lib/cjs/render/webgl/Graphic.js +3 -5
  99. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  100. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
  101. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  102. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -3
  103. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  104. package/lib/cjs/render/webgl/Mesh.js +7 -10
  105. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  106. package/lib/cjs/render/webgl/MeshData.js +1 -2
  107. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  108. package/lib/cjs/render/webgl/PlanarClassifier.js +10 -15
  109. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  110. package/lib/cjs/render/webgl/RealityMesh.js +5 -8
  111. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  112. package/lib/cjs/render/webgl/RealityModelUniforms.js +3 -4
  113. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  114. package/lib/cjs/render/webgl/RenderCommands.js +7 -8
  115. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  116. package/lib/cjs/render/webgl/SceneCompositor.js +7 -9
  117. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  118. package/lib/cjs/render/webgl/ShaderBuilder.js +1 -2
  119. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  120. package/lib/cjs/render/webgl/SolarShadowMap.js +1 -2
  121. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  122. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  123. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  124. package/lib/cjs/render/webgl/System.js +12 -16
  125. package/lib/cjs/render/webgl/System.js.map +1 -1
  126. package/lib/cjs/render/webgl/Target.js +9 -14
  127. package/lib/cjs/render/webgl/Target.js.map +1 -1
  128. package/lib/cjs/render/webgl/TargetGraphics.js +1 -2
  129. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  130. package/lib/cjs/render/webgl/Texture.js +1 -2
  131. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  132. package/lib/cjs/render/webgl/ThematicSensors.js +2 -4
  133. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  134. package/lib/cjs/render/webgl/VisibleTileFeatures.js +1 -2
  135. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  136. package/lib/cjs/render/webgl/glsl/Animation.js +6 -9
  137. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  138. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +1 -2
  139. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  140. package/lib/cjs/render/webgl/glsl/Instancing.js +4 -5
  141. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  142. package/lib/cjs/render/webgl/glsl/RealityMesh.js +2 -4
  143. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  144. package/lib/cjs/render/webgl/glsl/Surface.js +1 -2
  145. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  146. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -2
  147. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  148. package/lib/cjs/tile/ClassifierTileTree.js +3 -3
  149. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  150. package/lib/cjs/tile/GltfReader.js +61 -75
  151. package/lib/cjs/tile/GltfReader.js.map +1 -1
  152. package/lib/cjs/tile/IModelTile.js +2 -3
  153. package/lib/cjs/tile/IModelTile.js.map +1 -1
  154. package/lib/cjs/tile/IModelTileRequestChannels.js +6 -11
  155. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  156. package/lib/cjs/tile/IModelTileTree.js +5 -9
  157. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  158. package/lib/cjs/tile/ImdlReader.js +13 -17
  159. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  160. package/lib/cjs/tile/OrbitGtTileTree.js +2 -2
  161. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  162. package/lib/cjs/tile/PntsReader.js +4 -5
  163. package/lib/cjs/tile/PntsReader.js.map +1 -1
  164. package/lib/cjs/tile/PrimaryTileTree.js +22 -32
  165. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  166. package/lib/cjs/tile/RealityModelTileTree.js +12 -19
  167. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  168. package/lib/cjs/tile/RealityTile.js +3 -5
  169. package/lib/cjs/tile/RealityTile.js.map +1 -1
  170. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  171. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  172. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +3 -5
  173. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  174. package/lib/cjs/tile/Tile.js +1 -1
  175. package/lib/cjs/tile/Tile.js.map +1 -1
  176. package/lib/cjs/tile/TileAdmin.js +22 -27
  177. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  178. package/lib/cjs/tile/TileDrawArgs.js +3 -6
  179. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  180. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  181. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  182. package/lib/cjs/tile/TileTree.js +2 -3
  183. package/lib/cjs/tile/TileTree.js.map +1 -1
  184. package/lib/cjs/tile/TiledGraphicsProvider.js +1 -1
  185. package/lib/cjs/tile/TiledGraphicsProvider.js.map +1 -1
  186. package/lib/cjs/tile/map/ArcGISTileMap.js +5 -6
  187. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  188. package/lib/cjs/tile/map/ArcGisUtilities.js +6 -8
  189. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  190. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +4 -7
  191. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  192. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +6 -8
  193. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  194. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -2
  195. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  196. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +14 -19
  197. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  198. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +14 -20
  199. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  200. package/lib/cjs/tile/map/MapCartoRectangle.js +1 -1
  201. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  202. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +5 -6
  203. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  204. package/lib/cjs/tile/map/MapLayerImageryFormats.js +11 -14
  205. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  206. package/lib/cjs/tile/map/MapLayerImageryProvider.js +2 -3
  207. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  208. package/lib/cjs/tile/map/MapLayerSources.js +1 -1
  209. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  210. package/lib/cjs/tile/map/MapTile.js +6 -8
  211. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  212. package/lib/cjs/tile/map/MapTileLoader.js +1 -1
  213. package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
  214. package/lib/cjs/tile/map/MapTileTree.js +13 -18
  215. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  216. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +6 -7
  217. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  218. package/lib/cjs/tile/map/WmsCapabilities.js +4 -5
  219. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  220. package/lib/cjs/tile/map/WmtsCapabilities.js +17 -25
  221. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  222. package/lib/cjs/tools/ClipViewTool.js +1 -1
  223. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  224. package/lib/cjs/tools/MeasureTool.js +2 -4
  225. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  226. package/lib/cjs/tools/PrimitiveTool.js +2 -3
  227. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  228. package/lib/cjs/tools/SelectTool.js +1 -2
  229. package/lib/cjs/tools/SelectTool.js.map +1 -1
  230. package/lib/cjs/tools/Tool.js +2 -3
  231. package/lib/cjs/tools/Tool.js.map +1 -1
  232. package/lib/cjs/tools/ToolAdmin.js +2 -4
  233. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  234. package/lib/cjs/tools/ViewTool.js +3 -3
  235. package/lib/cjs/tools/ViewTool.js.map +1 -1
  236. package/lib/esm/AccuDraw.js +1 -1
  237. package/lib/esm/AccuDraw.js.map +1 -1
  238. package/lib/esm/AccuSnap.js +3 -3
  239. package/lib/esm/AccuSnap.js.map +1 -1
  240. package/lib/esm/BriefcaseConnection.js +9 -11
  241. package/lib/esm/BriefcaseConnection.js.map +1 -1
  242. package/lib/esm/DisplayStyleState.js +8 -12
  243. package/lib/esm/DisplayStyleState.js.map +1 -1
  244. package/lib/esm/DrawingViewState.js +4 -6
  245. package/lib/esm/DrawingViewState.js.map +1 -1
  246. package/lib/esm/EnvironmentDecorations.js +2 -3
  247. package/lib/esm/EnvironmentDecorations.js.map +1 -1
  248. package/lib/esm/FlashSettings.js +3 -4
  249. package/lib/esm/FlashSettings.js.map +1 -1
  250. package/lib/esm/GeoServices.js +7 -9
  251. package/lib/esm/GeoServices.js.map +1 -1
  252. package/lib/esm/IModelApp.js +19 -21
  253. package/lib/esm/IModelApp.js.map +1 -1
  254. package/lib/esm/IModelConnection.js +1 -1
  255. package/lib/esm/IModelConnection.js.map +1 -1
  256. package/lib/esm/IpcApp.js +1 -1
  257. package/lib/esm/IpcApp.js.map +1 -1
  258. package/lib/esm/LocalhostIpcApp.js +3 -4
  259. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  260. package/lib/esm/ModelState.js +2 -3
  261. package/lib/esm/ModelState.js.map +1 -1
  262. package/lib/esm/NativeApp.js +4 -7
  263. package/lib/esm/NativeApp.js.map +1 -1
  264. package/lib/esm/NoRenderApp.js +1 -2
  265. package/lib/esm/NoRenderApp.js.map +1 -1
  266. package/lib/esm/PlanarClipMaskState.js +1 -1
  267. package/lib/esm/PlanarClipMaskState.js.map +1 -1
  268. package/lib/esm/RealityDataSourceContextShareImpl.js +2 -4
  269. package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
  270. package/lib/esm/SheetViewState.js +15 -23
  271. package/lib/esm/SheetViewState.js.map +1 -1
  272. package/lib/esm/Tiles.js +2 -2
  273. package/lib/esm/Tiles.js.map +1 -1
  274. package/lib/esm/ViewContext.js +1 -1
  275. package/lib/esm/ViewContext.js.map +1 -1
  276. package/lib/esm/ViewCreator2d.js +4 -5
  277. package/lib/esm/ViewCreator2d.js.map +1 -1
  278. package/lib/esm/ViewCreator3d.js +5 -5
  279. package/lib/esm/ViewCreator3d.js.map +1 -1
  280. package/lib/esm/ViewState.js +17 -24
  281. package/lib/esm/ViewState.js.map +1 -1
  282. package/lib/esm/Viewport.js +22 -32
  283. package/lib/esm/Viewport.js.map +1 -1
  284. package/lib/esm/extension/ExtensionImpl.js +1 -1
  285. package/lib/esm/extension/ExtensionImpl.js.map +1 -1
  286. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
  287. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  288. package/lib/esm/quantity-formatting/QuantityFormatter.js +7 -9
  289. package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
  290. package/lib/esm/render/FeatureSymbology.js +1 -2
  291. package/lib/esm/render/FeatureSymbology.js.map +1 -1
  292. package/lib/esm/render/GraphicBuilder.js +7 -9
  293. package/lib/esm/render/GraphicBuilder.js.map +1 -1
  294. package/lib/esm/render/MockRender.js +1 -2
  295. package/lib/esm/render/MockRender.js.map +1 -1
  296. package/lib/esm/render/ParticleCollectionBuilder.js +2 -3
  297. package/lib/esm/render/ParticleCollectionBuilder.js.map +1 -1
  298. package/lib/esm/render/RealityMeshParams.js +7 -10
  299. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  300. package/lib/esm/render/RenderPlan.js +1 -1
  301. package/lib/esm/render/RenderPlan.js.map +1 -1
  302. package/lib/esm/render/RenderSystem.js +1 -2
  303. package/lib/esm/render/RenderSystem.js.map +1 -1
  304. package/lib/esm/render/VisibleFeature.js +2 -4
  305. package/lib/esm/render/VisibleFeature.js.map +1 -1
  306. package/lib/esm/render/primitives/AuxChannelTable.js +6 -9
  307. package/lib/esm/render/primitives/AuxChannelTable.js.map +1 -1
  308. package/lib/esm/render/primitives/EdgeParams.js +6 -7
  309. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  310. package/lib/esm/render/primitives/PolylineParams.js +2 -3
  311. package/lib/esm/render/primitives/PolylineParams.js.map +1 -1
  312. package/lib/esm/render/primitives/VertexKey.js +1 -1
  313. package/lib/esm/render/primitives/VertexKey.js.map +1 -1
  314. package/lib/esm/render/primitives/VertexTable.js +1 -1
  315. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  316. package/lib/esm/render/primitives/VertexTableSplitter.js +6 -8
  317. package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -1
  318. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +9 -11
  319. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  320. package/lib/esm/render/primitives/geometry/GeometryListBuilder.js +3 -5
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { EVSMGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\ntype ProcessTiles = (tiles: Tile[]) => void;\r\n\r\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\r\n class SolarShadowMapDrawArgs extends TileDrawArgs {\r\n private _useViewportMap?: boolean;\r\n private readonly _processTiles: ProcessTiles;\r\n\r\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\r\n super(args);\r\n this._processTiles = process;\r\n }\r\n\r\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\r\n // tree such as the OSM buildings. Rev limit the selection here.\r\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\r\n\r\n public override processSelectedTiles(tiles: Tile[]): void {\r\n this._processTiles(tiles);\r\n }\r\n\r\n public override get frustumPlanes(): FrustumPlanes {\r\n if (true === this._useViewportMap)\r\n return super.frustumPlanes;\r\n else\r\n return this._mapFrustumPlanes;\r\n }\r\n\r\n public override get worldToViewMap(): Map4d {\r\n if (true === this._useViewportMap)\r\n return super.worldToViewMap;\r\n else\r\n return this._shadowMap.worldToViewMap;\r\n }\r\n\r\n public override drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (graphics)\r\n this._shadowMap.addGraphic(graphics);\r\n }\r\n\r\n public override getPixelSize(tile: Tile): number {\r\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\r\n // - otherwise artifacts like shadow acne may result.\r\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\r\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\r\n if (undefined === this._useViewportMap) {\r\n this._useViewportMap = true;\r\n const vis = tile.computeVisibility(this);\r\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\r\n }\r\n\r\n const size = super.getPixelSize(tile);\r\n this._useViewportMap = undefined;\r\n return size;\r\n }\r\n\r\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\r\n const args = tileTree.createDrawArgs(context);\r\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\r\n }\r\n }\r\n\r\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\r\n}\r\n\r\nconst shadowMapWidth = 4096; // size of original depth buffer map\r\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\r\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\r\nconst evsmHeight = shadowMapHeight / 2;\r\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public readonly depthTexture: Texture,\r\n public readonly shadowMapTexture: Texture,\r\n public readonly fbo: FrameBuffer,\r\n public readonly fboSM: FrameBuffer,\r\n public readonly evsmGeom: EVSMGeometry,\r\n public readonly renderCommands: RenderCommands) {\r\n }\r\n\r\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\r\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\r\n if (undefined === depthTextureHandle)\r\n return undefined;\r\n\r\n let pixelDataType = GL.Texture.DataType.Float;\r\n switch (System.instance.maxRenderType) {\r\n case RenderType.TextureFloat:\r\n break;\r\n case RenderType.TextureHalfFloat:\r\n pixelDataType = System.instance.context.HALF_FLOAT;\r\n break;\r\n /* falls through */\r\n default:\r\n return undefined;\r\n }\r\n\r\n const colorTextures: TextureHandle[] = [];\r\n\r\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\r\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === shadowMapTextureHandle)\r\n return undefined;\r\n\r\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\r\n if (undefined === fboSM)\r\n return undefined;\r\n\r\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\r\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\r\n if (undefined === evsmGeom)\r\n return undefined;\r\n\r\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\r\n const renderCommands = new RenderCommands(target, stack, batch);\r\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.depthTexture.isDisposed\r\n && this.shadowMapTexture.isDisposed\r\n && this.fbo.isDisposed\r\n && this.fboSM.isDisposed\r\n && this.evsmGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.depthTexture);\r\n dispose(this.shadowMapTexture);\r\n dispose(this.fbo);\r\n dispose(this.fboSM);\r\n dispose(this.evsmGeom);\r\n }\r\n}\r\n\r\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\r\nclass ShadowMapParams {\r\n public readonly direction = new Vector3d();\r\n public readonly viewFrustum = new Frustum();\r\n public settings: SolarShadowSettings;\r\n\r\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\r\n direction.clone(this.direction);\r\n this.viewFrustum.setFrom(viewFrustum);\r\n this.settings = settings;\r\n }\r\n\r\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\r\n this.settings = settings;\r\n this.viewFrustum.setFrom(viewFrustum);\r\n direction.clone(this.direction);\r\n }\r\n}\r\n\r\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\r\nconst scratchFrustum = new Frustum();\r\nconst scratchFrustumPlanes = FrustumPlanes.createEmpty();\r\n\r\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics: RenderGraphic[] = [];\r\n private _shadowFrustum = new Frustum();\r\n private _isReady = false;\r\n private _isDrawing = false;\r\n private _enabled = false;\r\n private _params?: ShadowMapParams;\r\n private readonly _scratchRange = Range3d.createNull();\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n\r\n private readonly _scratchViewFlags = new ViewFlags();\r\n private readonly _renderState: RenderState;\r\n private readonly _noZRenderState: RenderState;\r\n private readonly _batchState: BatchState;\r\n private _worldToViewMap = Map4d.createIdentity();\r\n private readonly _target: Target;\r\n\r\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\r\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\r\n\r\n private getBundle(target: Target): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\r\n assert(undefined !== this._bundle);\r\n }\r\n\r\n return this._bundle;\r\n }\r\n\r\n public get isReady() { return this._isReady; }\r\n public get isDrawing() { return this._isDrawing; }\r\n public get isEnabled() { return this._enabled; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\r\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\r\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\r\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\r\n public get frustum(): Frustum { return this._shadowFrustum; }\r\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\r\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._renderState = new RenderState();\r\n this._renderState.flags.depthMask = true;\r\n this._renderState.flags.blend = false;\r\n this._renderState.flags.depthTest = true;\r\n\r\n this._noZRenderState = new RenderState();\r\n this._noZRenderState.flags.depthMask = false;\r\n\r\n this._batchState = new BatchState(target.uniforms.branch.stack);\r\n }\r\n\r\n public disable() {\r\n this._enabled = this._isReady = false;\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n this._target.uniforms.shadow.update();\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle)\r\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n }\r\n\r\n private clearGraphics(notify: boolean) {\r\n for (const graphic of this._graphics)\r\n graphic.dispose();\r\n\r\n this._graphics.length = 0;\r\n if (notify)\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n private notifyGraphicsChanged(): void {\r\n if (undefined !== this.onGraphicsChanged)\r\n this.onGraphicsChanged(this._graphics);\r\n }\r\n\r\n public update(context: SceneContext | undefined) {\r\n this._isReady = false;\r\n this.clearGraphics(false);\r\n\r\n if (undefined === context || !context.viewport.view.isSpatialView()) {\r\n this.disable();\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n const view = context.viewport.view;\r\n const style = view.getDisplayStyle3d();\r\n const sunDirection = style.sunDirection ?? defaultSunDirection;\r\n\r\n const minimumHorizonDirection = -.01;\r\n if (sunDirection.z > minimumHorizonDirection) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n this._enabled = true;\r\n const viewFrustum = context.viewingSpace.getFrustum();\r\n const settings = style.settings.solarShadows;\r\n if (undefined === this._params)\r\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\r\n else\r\n this._params.update(viewFrustum, sunDirection, settings);\r\n\r\n const iModel = view.iModel;\r\n\r\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\r\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\r\n const mapToWorld = worldToMap.createInverse()!;\r\n\r\n // Start with entire project.\r\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\r\n\r\n // Limit the map to only displayed models.\r\n const viewTileRange = Range3d.createNull();\r\n view.forEachTileTreeRef((ref) => {\r\n if (ref.castsShadows) {\r\n if (ref.isGlobal) {\r\n // A shadow-casting tile tree that spans the globe. Limit its range to the viewed extents.\r\n for (const p3 of viewFrustum.points) {\r\n const p4 = worldToMap.multiplyPoint3d(p3, 1);\r\n if (p4.w > 0.0001)\r\n viewTileRange.extendXYZW(p4.x, p4.y, p4.z, p4.w);\r\n else\r\n viewTileRange.high.z = Math.max(1.0, viewTileRange.high.z); // behind eye plane.\r\n }\r\n } else {\r\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\r\n }\r\n }\r\n });\r\n\r\n if (!viewTileRange.isNull)\r\n viewTileRange.clone(shadowRange);\r\n\r\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\r\n scratchFrustum.initFromRange(shadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\r\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\r\n if (undefined !== backgroundMapGeometry) {\r\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\r\n if (!backgroundDepthRange.isNull)\r\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\r\n }\r\n\r\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\r\n scratchFrustumPlanes.init(scratchFrustum);\r\n\r\n const viewIntersectShadowRange = Range3d.createNull();\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\r\n for (const point of points.getPoint3dArray())\r\n viewIntersectShadowRange.extendPoint(point);\r\n });\r\n if (viewIntersectShadowRange.isNull) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\r\n\r\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\r\n\r\n const tileRange = Range3d.createNull();\r\n scratchFrustumPlanes.init(this._shadowFrustum);\r\n view.forEachTileTreeRef(((ref) => {\r\n if (!ref.castsShadows)\r\n return;\r\n\r\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\r\n for (const tile of tiles)\r\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\r\n });\r\n\r\n if (undefined === drawArgs)\r\n return;\r\n\r\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\r\n drawArgs.tree.draw(drawArgs);\r\n }));\r\n\r\n if (tileRange.isNull) {\r\n this.clearGraphics(true);\r\n } else if (this._graphics.length > 0) {\r\n // Avoid an uninvertible matrix on empty range...\r\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const frustumMap = this._shadowFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n this.clearGraphics(true);\r\n assert(false);\r\n return;\r\n }\r\n\r\n this._projectionMatrix = frustumMap.transform0.clone();\r\n\r\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\r\n const npcToWorld = worldToNpc.createInverse();\r\n if (undefined === npcToWorld) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n }\r\n\r\n this._target.uniforms.shadow.update();\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n public draw(target: Target) {\r\n assert(this.isEnabled);\r\n\r\n if (this.isReady || 0 === this._graphics.length)\r\n return;\r\n\r\n const bundle = this.getBundle(target);\r\n if (undefined === bundle)\r\n return;\r\n\r\n this._isDrawing = true;\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n const gl = System.instance.context;\r\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\r\n\r\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n System.instance.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n\r\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\r\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = bundle.renderCommands;\r\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\r\n renderCommands.addGraphics(this._graphics);\r\n\r\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\r\n System.instance.context.clearDepth(1.0);\r\n System.instance.context.clear(GL.BufferBit.Depth);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\r\n gl.viewport(0, 0, evsmWidth, evsmHeight);\r\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\r\n System.instance.applyRenderState(this._noZRenderState);\r\n const params = getDrawParams(target, bundle.evsmGeom);\r\n target.techniques.draw(params);\r\n });\r\n\r\n // mipmap resulting EVSM texture and set filtering options\r\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n\r\n System.instance.setMaxAnisotropy(undefined);\r\n // target.recordPerformanceMetric(\"Compute EVSM\");\r\n\r\n this._batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n System.instance.applyRenderState(prevState);\r\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n this.clearGraphics(false);\r\n this._isDrawing = false;\r\n this._isReady = true;\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { ClipUtilities, ConvexClipPlaneSet, Geometry, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Point3d, Range3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport {\r\n Frustum, FrustumPlanes, RenderMode, RenderTexture, SolarShadowSettings, TextureTransparency, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { Tile, TileDrawArgs, TileTreeReference, TileVisibility } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { EVSMGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass, TextureUnit } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\ntype ProcessTiles = (tiles: Tile[]) => void;\r\n\r\nfunction createDrawArgs(sceneContext: SceneContext, solarShadowMap: SolarShadowMap, tree: TileTreeReference, frustumPlanes: FrustumPlanes, processTiles: ProcessTiles): TileDrawArgs | undefined {\r\n class SolarShadowMapDrawArgs extends TileDrawArgs {\r\n private _useViewportMap?: boolean;\r\n private readonly _processTiles: ProcessTiles;\r\n\r\n constructor(private _mapFrustumPlanes: FrustumPlanes, private _shadowMap: SolarShadowMap, args: TileDrawArgs, process: ProcessTiles) {\r\n super(args);\r\n this._processTiles = process;\r\n }\r\n\r\n // The solar shadow projection is parallel - which can cause excessive tile selection if it is along an axis of an unbounded tile\r\n // tree such as the OSM buildings. Rev limit the selection here.\r\n public override get maxRealityTreeSelectionCount(): undefined | number { return 500; }\r\n\r\n public override processSelectedTiles(tiles: Tile[]): void {\r\n this._processTiles(tiles);\r\n }\r\n\r\n public override get frustumPlanes(): FrustumPlanes {\r\n if (true === this._useViewportMap)\r\n return super.frustumPlanes;\r\n else\r\n return this._mapFrustumPlanes;\r\n }\r\n\r\n public override get worldToViewMap(): Map4d {\r\n if (true === this._useViewportMap)\r\n return super.worldToViewMap;\r\n else\r\n return this._shadowMap.worldToViewMap;\r\n }\r\n\r\n public override drawGraphics(): void {\r\n const graphics = this.produceGraphics();\r\n if (graphics)\r\n this._shadowMap.addGraphic(graphics);\r\n }\r\n\r\n public override getPixelSize(tile: Tile): number {\r\n // For tiles that are part of the scene, size them based on the viewport frustum so that shadow map uses same resolution tiles as scene\r\n // - otherwise artifacts like shadow acne may result.\r\n // For tiles that are NOT part of the scene, size them based on the shadow frustum, not the viewport frustum\r\n // - otherwise excessive numbers of excessively detailed may be requested for the shadow map.\r\n if (undefined === this._useViewportMap) {\r\n this._useViewportMap = true;\r\n const vis = tile.computeVisibility(this);\r\n this._useViewportMap = TileVisibility.OutsideFrustum !== vis;\r\n }\r\n\r\n const size = super.getPixelSize(tile);\r\n this._useViewportMap = undefined;\r\n return size;\r\n }\r\n\r\n public static create(context: SceneContext, shadowMap: SolarShadowMap, tileTree: TileTreeReference, planes: FrustumPlanes, process: ProcessTiles) {\r\n const args = tileTree.createDrawArgs(context);\r\n return undefined !== args ? new SolarShadowMapDrawArgs(planes, shadowMap, args, process) : undefined;\r\n }\r\n }\r\n\r\n return SolarShadowMapDrawArgs.create(sceneContext, solarShadowMap, tree, frustumPlanes, processTiles);\r\n}\r\n\r\nconst shadowMapWidth = 4096; // size of original depth buffer map\r\nconst shadowMapHeight = shadowMapWidth; // TBD - Adjust for aspect ratio.\r\nconst evsmWidth = shadowMapWidth / 2; // EVSM buffer is 1/2 size each direction\r\nconst evsmHeight = shadowMapHeight / 2;\r\nconst postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 1 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n// Bundles up the disposable, create-once-and-reuse members of a SolarShadowMap.\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public readonly depthTexture: Texture,\r\n public readonly shadowMapTexture: Texture,\r\n public readonly fbo: FrameBuffer,\r\n public readonly fboSM: FrameBuffer,\r\n public readonly evsmGeom: EVSMGeometry,\r\n public readonly renderCommands: RenderCommands) {\r\n }\r\n\r\n public static create(target: Target, stack: BranchStack, batch: BatchState): Bundle | undefined {\r\n const depthTextureHandle = System.instance.createDepthBuffer(shadowMapWidth, shadowMapHeight) as TextureHandle;\r\n if (undefined === depthTextureHandle)\r\n return undefined;\r\n\r\n let pixelDataType = GL.Texture.DataType.Float;\r\n switch (System.instance.maxRenderType) {\r\n case RenderType.TextureFloat:\r\n break;\r\n case RenderType.TextureHalfFloat:\r\n pixelDataType = System.instance.context.HALF_FLOAT;\r\n break;\r\n /* falls through */\r\n default:\r\n return undefined;\r\n }\r\n\r\n const colorTextures: TextureHandle[] = [];\r\n\r\n const fbo = FrameBuffer.create(colorTextures, depthTextureHandle);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n // shadowMap texture is 1/4 size the depth texture (and averaged down when converting)\r\n const shadowMapTextureHandle = TextureHandle.createForAttachment(evsmWidth, evsmHeight, GL.Texture.Format.Rgba, pixelDataType);\r\n if (undefined === shadowMapTextureHandle)\r\n return undefined;\r\n\r\n const fboSM = FrameBuffer.create([shadowMapTextureHandle]);\r\n if (undefined === fboSM)\r\n return undefined;\r\n\r\n const depthTexture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: depthTextureHandle, transparency: TextureTransparency.Opaque });\r\n const evsmGeom = EVSMGeometry.createGeometry(depthTexture.texture.getHandle()!, shadowMapWidth, shadowMapHeight);\r\n if (undefined === evsmGeom)\r\n return undefined;\r\n\r\n const shadowMapTexture = new Texture({ type: RenderTexture.Type.Normal, ownership: \"external\", handle: shadowMapTextureHandle, transparency: TextureTransparency.Opaque });\r\n const renderCommands = new RenderCommands(target, stack, batch);\r\n return new Bundle(depthTexture, shadowMapTexture, fbo, fboSM, evsmGeom, renderCommands);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.depthTexture.isDisposed\r\n && this.shadowMapTexture.isDisposed\r\n && this.fbo.isDisposed\r\n && this.fboSM.isDisposed\r\n && this.evsmGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.depthTexture);\r\n dispose(this.shadowMapTexture);\r\n dispose(this.fbo);\r\n dispose(this.fboSM);\r\n dispose(this.evsmGeom);\r\n }\r\n}\r\n\r\n/** Describes the set of parameters which, when they change, require us to recreate the shadow map. */\r\nclass ShadowMapParams {\r\n public readonly direction = new Vector3d();\r\n public readonly viewFrustum = new Frustum();\r\n public settings: SolarShadowSettings;\r\n\r\n public constructor(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings) {\r\n direction.clone(this.direction);\r\n this.viewFrustum.setFrom(viewFrustum);\r\n this.settings = settings;\r\n }\r\n\r\n public update(viewFrustum: Frustum, direction: Vector3d, settings: SolarShadowSettings): void {\r\n this.settings = settings;\r\n this.viewFrustum.setFrom(viewFrustum);\r\n direction.clone(this.direction);\r\n }\r\n}\r\n\r\nconst defaultSunDirection = Vector3d.create(-1, -1, -1).normalize()!;\r\nconst scratchFrustum = new Frustum();\r\nconst scratchFrustumPlanes = FrustumPlanes.createEmpty();\r\n\r\nexport class SolarShadowMap implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics: RenderGraphic[] = [];\r\n private _shadowFrustum = new Frustum();\r\n private _isReady = false;\r\n private _isDrawing = false;\r\n private _enabled = false;\r\n private _params?: ShadowMapParams;\r\n private readonly _scratchRange = Range3d.createNull();\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n\r\n private readonly _scratchViewFlags = new ViewFlags();\r\n private readonly _renderState: RenderState;\r\n private readonly _noZRenderState: RenderState;\r\n private readonly _batchState: BatchState;\r\n private _worldToViewMap = Map4d.createIdentity();\r\n private readonly _target: Target;\r\n\r\n // This exists chiefly for debugging. See ToggleShadowMapTilesTool.\r\n public onGraphicsChanged?: (graphics: RenderGraphic[]) => void;\r\n\r\n private getBundle(target: Target): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(target, target.uniforms.branch.stack, this._batchState);\r\n assert(undefined !== this._bundle);\r\n }\r\n\r\n return this._bundle;\r\n }\r\n\r\n public get isReady() { return this._isReady; }\r\n public get isDrawing() { return this._isDrawing; }\r\n public get isEnabled() { return this._enabled; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n public get depthTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.depthTexture : undefined; }\r\n public get shadowMapTexture(): Texture | undefined { return undefined !== this._bundle ? this._bundle.shadowMapTexture : undefined; }\r\n public get settings(): SolarShadowSettings | undefined { return undefined !== this._params ? this._params.settings : undefined; }\r\n public get direction(): Vector3d | undefined { return undefined !== this._params ? this._params.direction : undefined; }\r\n public get frustum(): Frustum { return this._shadowFrustum; }\r\n public get worldToViewMap(): Map4d { return this._worldToViewMap; }\r\n public addGraphic(graphic: RenderGraphic) { this._graphics.push(graphic); }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._renderState = new RenderState();\r\n this._renderState.flags.depthMask = true;\r\n this._renderState.flags.blend = false;\r\n this._renderState.flags.depthTest = true;\r\n\r\n this._noZRenderState = new RenderState();\r\n this._noZRenderState.flags.depthMask = false;\r\n\r\n this._batchState = new BatchState(target.uniforms.branch.stack);\r\n }\r\n\r\n public disable() {\r\n this._enabled = this._isReady = false;\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n this._target.uniforms.shadow.update();\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bundle = this._bundle;\r\n if (undefined !== bundle)\r\n stats.addShadowMap(bundle.depthTexture.bytesUsed + bundle.shadowMapTexture.bytesUsed);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && 0 === this._graphics.length; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this.clearGraphics(true);\r\n }\r\n\r\n private clearGraphics(notify: boolean) {\r\n for (const graphic of this._graphics)\r\n graphic.dispose();\r\n\r\n this._graphics.length = 0;\r\n if (notify)\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n private notifyGraphicsChanged(): void {\r\n if (undefined !== this.onGraphicsChanged)\r\n this.onGraphicsChanged(this._graphics);\r\n }\r\n\r\n public update(context: SceneContext | undefined) {\r\n this._isReady = false;\r\n this.clearGraphics(false);\r\n\r\n if (undefined === context || !context.viewport.view.isSpatialView()) {\r\n this.disable();\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n const view = context.viewport.view;\r\n const style = view.getDisplayStyle3d();\r\n const sunDirection = style.sunDirection ?? defaultSunDirection;\r\n\r\n const minimumHorizonDirection = -.01;\r\n if (sunDirection.z > minimumHorizonDirection) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n\r\n this._enabled = true;\r\n const viewFrustum = context.viewingSpace.getFrustum();\r\n const settings = style.settings.solarShadows;\r\n if (undefined === this._params)\r\n this._params = new ShadowMapParams(viewFrustum, sunDirection, settings);\r\n else\r\n this._params.update(viewFrustum, sunDirection, settings);\r\n\r\n const iModel = view.iModel;\r\n\r\n const worldToMapTransform = Transform.createRefs(Point3d.createZero(), Matrix3d.createRigidHeadsUp(this._params.direction.negate()).inverse()!);\r\n const worldToMap = Matrix4d.createTransform(worldToMapTransform);\r\n const mapToWorld = worldToMap.createInverse()!;\r\n\r\n // Start with entire project.\r\n const shadowRange = worldToMapTransform.multiplyRange(iModel.projectExtents);\r\n\r\n // Limit the map to only displayed models.\r\n const viewTileRange = Range3d.createNull();\r\n view.forEachTileTreeRef((ref) => {\r\n if (ref.castsShadows) {\r\n if (ref.isGlobal) {\r\n // A shadow-casting tile tree that spans the globe. Limit its range to the viewed extents.\r\n for (const p3 of viewFrustum.points) {\r\n const p4 = worldToMap.multiplyPoint3d(p3, 1);\r\n if (p4.w > 0.0001)\r\n viewTileRange.extendXYZW(p4.x, p4.y, p4.z, p4.w);\r\n else\r\n viewTileRange.high.z = Math.max(1.0, viewTileRange.high.z); // behind eye plane.\r\n }\r\n } else {\r\n ref.accumulateTransformedRange(viewTileRange, worldToMap, undefined);\r\n }\r\n }\r\n });\r\n\r\n if (!viewTileRange.isNull)\r\n viewTileRange.clone(shadowRange);\r\n\r\n // Expand shadow range to include both the shadowers and shadowed portion of background map.\r\n scratchFrustum.initFromRange(shadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(scratchFrustum.points); // This frustum represents the shadwowing geometry. Intersect it with background geometry and expand the range depth to include that intersection.\r\n const backgroundMapGeometry = context.viewport.view.displayStyle.getBackgroundMapGeometry();\r\n if (undefined !== backgroundMapGeometry) {\r\n const backgroundDepthRange = backgroundMapGeometry.getFrustumIntersectionDepthRange(this._shadowFrustum, iModel.projectExtents);\r\n if (!backgroundDepthRange.isNull)\r\n shadowRange.low.z = Math.min(shadowRange.low.z, backgroundDepthRange.low);\r\n }\r\n\r\n this._params.viewFrustum.transformBy(worldToMapTransform, scratchFrustum);\r\n scratchFrustumPlanes.init(scratchFrustum);\r\n\r\n const viewIntersectShadowRange = Range3d.createNull();\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(scratchFrustumPlanes.planes);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, shadowRange, (points: GrowableXYZArray) => {\r\n for (const point of points.getPoint3dArray())\r\n viewIntersectShadowRange.extendPoint(point);\r\n });\r\n if (viewIntersectShadowRange.isNull) {\r\n this.notifyGraphicsChanged();\r\n return;\r\n }\r\n viewIntersectShadowRange.high.z = shadowRange.high.z; // We need to include shadowing geometry that may be outside view (along the solar axis).\r\n\r\n this._shadowFrustum.initFromRange(viewIntersectShadowRange);\r\n mapToWorld.multiplyPoint3dArrayQuietNormalize(this._shadowFrustum.points);\r\n\r\n const tileRange = Range3d.createNull();\r\n scratchFrustumPlanes.init(this._shadowFrustum);\r\n view.forEachTileTreeRef(((ref) => {\r\n if (!ref.castsShadows)\r\n return;\r\n\r\n const drawArgs = createDrawArgs(context, this, ref, scratchFrustumPlanes, (tiles: Tile[]) => {\r\n for (const tile of tiles)\r\n tileRange.extendRange(tileToMapTransform.multiplyRange(tile.range, this._scratchRange));\r\n });\r\n\r\n if (undefined === drawArgs)\r\n return;\r\n\r\n const tileToMapTransform = worldToMapTransform.multiplyTransformTransform(drawArgs.location, this._scratchTransform);\r\n drawArgs.tree.draw(drawArgs);\r\n }));\r\n\r\n if (tileRange.isNull) {\r\n this.clearGraphics(true);\r\n } else if (this._graphics.length > 0) {\r\n // Avoid an uninvertible matrix on empty range...\r\n if (Geometry.isAlmostEqualNumber(shadowRange.low.x, shadowRange.high.x) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.y, shadowRange.high.y) ||\r\n Geometry.isAlmostEqualNumber(shadowRange.low.z, shadowRange.high.z)) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const frustumMap = this._shadowFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n this.clearGraphics(true);\r\n assert(false);\r\n return;\r\n }\r\n\r\n this._projectionMatrix = frustumMap.transform0.clone();\r\n\r\n const worldToNpc = postProjectionMatrixNpc.multiplyMatrixMatrix(this._projectionMatrix);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(shadowMapWidth, shadowMapHeight, 1))!;\r\n const npcToWorld = worldToNpc.createInverse();\r\n if (undefined === npcToWorld) {\r\n this.clearGraphics(true);\r\n return;\r\n }\r\n\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n this._worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n }\r\n\r\n this._target.uniforms.shadow.update();\r\n this.notifyGraphicsChanged();\r\n }\r\n\r\n public draw(target: Target) {\r\n assert(this.isEnabled);\r\n\r\n if (this.isReady || 0 === this._graphics.length)\r\n return;\r\n\r\n const bundle = this.getBundle(target);\r\n if (undefined === bundle)\r\n return;\r\n\r\n this._isDrawing = true;\r\n\r\n const prevState = System.instance.currentRenderState.clone();\r\n const gl = System.instance.context;\r\n gl.viewport(0, 0, shadowMapWidth, shadowMapHeight);\r\n\r\n // NB: textures and materials are needed because their transparencies affect whether or not a surface casts shadows\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n System.instance.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n\r\n target.changeFrustum(this._shadowFrustum, this._shadowFrustum.getFraction(), true);\r\n target.uniforms.branch.changeRenderPlan(viewFlags, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = bundle.renderCommands;\r\n renderCommands.reset(target, target.uniforms.branch.stack, this._batchState);\r\n renderCommands.addGraphics(this._graphics);\r\n\r\n System.instance.frameBufferStack.execute(bundle.fbo, true, false, () => {\r\n System.instance.context.clearDepth(1.0);\r\n System.instance.context.clear(GL.BufferBit.Depth);\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaquePlanar), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\r\n });\r\n\r\n // copy depth buffer to EVSM shadow buffer and average down for AA effect\r\n gl.viewport(0, 0, evsmWidth, evsmHeight);\r\n System.instance.frameBufferStack.execute(bundle.fboSM, true, false, () => {\r\n System.instance.applyRenderState(this._noZRenderState);\r\n const params = getDrawParams(target, bundle.evsmGeom);\r\n target.techniques.draw(params);\r\n });\r\n\r\n // mipmap resulting EVSM texture and set filtering options\r\n System.instance.activateTexture2d(TextureUnit.ShadowMap, bundle.shadowMapTexture.texture.getHandle());\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n\r\n System.instance.setMaxAnisotropy(undefined);\r\n // target.recordPerformanceMetric(\"Compute EVSM\");\r\n\r\n this._batchState.reset(); // Reset the batch Ids...\r\n target.changeRenderPlan(prevPlan);\r\n\r\n System.instance.applyRenderState(prevState);\r\n System.instance.context.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\r\n this.clearGraphics(false);\r\n this._isDrawing = false;\r\n this._isReady = true;\r\n }\r\n}\r\n"]}
@@ -137,7 +137,7 @@ export class SurfaceGeometry extends MeshGeometry {
137
137
  if (!hasAlpha) {
138
138
  // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.
139
139
  const tex = this.wantTextures(target, true) ? this.texture : undefined;
140
- switch (tex === null || tex === void 0 ? void 0 : tex.transparency) {
140
+ switch (tex?.transparency) {
141
141
  case TextureTransparency.Translucent:
142
142
  hasAlpha = true;
143
143
  break;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
@@ -123,10 +123,9 @@ export class IdMap {
123
123
  if (tex)
124
124
  return tex;
125
125
  const handle = TextureHandle.createForElement(key, iModel, params.type, format, (_, data) => {
126
- var _a;
127
126
  if (tex) {
128
127
  assert(tex instanceof Texture);
129
- tex.transparency = (_a = data.transparency) !== null && _a !== void 0 ? _a : TextureTransparency.Mixed;
128
+ tex.transparency = data.transparency ?? TextureTransparency.Mixed;
130
129
  }
131
130
  });
132
131
  if (!handle)
@@ -148,9 +147,8 @@ export class IdMap {
148
147
  return promise;
149
148
  }
150
149
  async createTextureFromImageSource(args, key) {
151
- var _a;
152
150
  // JPEGs don't support transparency.
153
- const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : ((_a = args.transparency) !== null && _a !== void 0 ? _a : TextureTransparency.Mixed);
151
+ const transparency = ImageSourceFormat.Jpeg === args.source.format ? TextureTransparency.Opaque : (args.transparency ?? TextureTransparency.Mixed);
154
152
  try {
155
153
  const image = await imageElementFromImageSource(args.source);
156
154
  if (!IModelApp.hasRenderSystem)
@@ -247,7 +245,7 @@ export class System extends RenderSystem {
247
245
  get maxTexSizeAllow() { return this._capabilities.maxTexSizeAllow; }
248
246
  get disjointTimerQuery() {
249
247
  const ext = this._capabilities.queryExtensionObject("EXT_disjoint_timer_query_webgl2");
250
- return ext !== null && ext !== void 0 ? ext : this._capabilities.queryExtensionObject("EXT_disjoint_timer_query");
248
+ return ext ?? this._capabilities.queryExtensionObject("EXT_disjoint_timer_query");
251
249
  }
252
250
  get isMobile() { return this._capabilities.isMobile; }
253
251
  setDrawBuffers(attachments) {
@@ -282,14 +280,14 @@ export class System extends RenderSystem {
282
280
  contextAttributes = { ...contextAttributes, ...inputContextAttributes };
283
281
  }
284
282
  const context = canvas.getContext("webgl2", contextAttributes);
285
- return context !== null && context !== void 0 ? context : undefined;
283
+ return context ?? undefined;
286
284
  }
287
285
  static create(optionsIn) {
288
286
  const options = undefined !== optionsIn ? optionsIn : {};
289
287
  const canvas = document.createElement("canvas");
290
288
  if (null === canvas)
291
289
  throw new IModelError(BentleyStatus.ERROR, "Failed to obtain HTMLCanvasElement");
292
- const context = this.createContext(canvas, true, optionsIn === null || optionsIn === void 0 ? void 0 : optionsIn.contextAttributes);
290
+ const context = this.createContext(canvas, true, optionsIn?.contextAttributes);
293
291
  if (undefined === context)
294
292
  throw new IModelError(BentleyStatus.ERROR, "Failed to obtain WebGL context");
295
293
  if (!(context instanceof WebGL2RenderingContext))
@@ -445,7 +443,6 @@ export class System extends RenderSystem {
445
443
  return material;
446
444
  }
447
445
  createRenderMaterial(args) {
448
- var _a, _b, _c;
449
446
  if (args.source) {
450
447
  const cached = this.findMaterial(args.source.id, args.source.iModel);
451
448
  if (cached)
@@ -454,11 +451,11 @@ export class System extends RenderSystem {
454
451
  // eslint-disable-next-line deprecation/deprecation
455
452
  const params = new RenderMaterial.Params();
456
453
  params.alpha = args.alpha;
457
- if (undefined !== ((_a = args.diffuse) === null || _a === void 0 ? void 0 : _a.weight))
454
+ if (undefined !== args.diffuse?.weight)
458
455
  params.diffuse = args.diffuse.weight;
459
- params.diffuseColor = getMaterialColor((_b = args.diffuse) === null || _b === void 0 ? void 0 : _b.color);
456
+ params.diffuseColor = getMaterialColor(args.diffuse?.color);
460
457
  if (args.specular) {
461
- params.specularColor = getMaterialColor((_c = args.specular) === null || _c === void 0 ? void 0 : _c.color);
458
+ params.specularColor = getMaterialColor(args.specular?.color);
462
459
  if (undefined !== args.specular.weight)
463
460
  params.specular = args.specular.weight;
464
461
  if (undefined !== args.specular.exponent)
@@ -493,12 +490,11 @@ export class System extends RenderSystem {
493
490
  return owner ? { idMap: this.getIdMap(owner.iModel), key: owner.key } : undefined;
494
491
  }
495
492
  createTexture(args) {
496
- var _a, _b;
497
493
  const info = this.getTextureCacheInfo(args);
498
- const existing = info === null || info === void 0 ? void 0 : info.idMap.findTexture(info === null || info === void 0 ? void 0 : info.key);
494
+ const existing = info?.idMap.findTexture(info?.key);
499
495
  if (existing)
500
496
  return existing;
501
- const type = (_a = args.type) !== null && _a !== void 0 ? _a : RenderTexture.Type.Normal;
497
+ const type = args.type ?? RenderTexture.Type.Normal;
502
498
  const source = args.image.source;
503
499
  let handle;
504
500
  if (source instanceof ImageBuffer)
@@ -511,7 +507,7 @@ export class System extends RenderSystem {
511
507
  assert(false);
512
508
  if (!handle)
513
509
  return undefined;
514
- const texture = new Texture({ handle, type, ownership: args.ownership, transparency: (_b = args.image.transparency) !== null && _b !== void 0 ? _b : TextureTransparency.Mixed });
510
+ const texture = new Texture({ handle, type, ownership: args.ownership, transparency: args.image.transparency ?? TextureTransparency.Mixed });
515
511
  if (texture && info)
516
512
  info.idMap.addTexture(texture, info.key);
517
513
  return texture;
@@ -663,7 +659,7 @@ export class System extends RenderSystem {
663
659
  }
664
660
  // RenderSystemDebugControl
665
661
  get debugControl() { return this; }
666
- get dpiAwareLOD() { var _a; return (_a = this._dpiAwareLOD) !== null && _a !== void 0 ? _a : super.dpiAwareLOD; }
662
+ get dpiAwareLOD() { return this._dpiAwareLOD ?? super.dpiAwareLOD; }
667
663
  set dpiAwareLOD(dpiAware) { this._dpiAwareLOD = dpiAware; }
668
664
  loseContext() {
669
665
  const ext = this._capabilities.queryExtensionObject("WEBGL_lose_context");