@itwin/core-frontend 4.0.0-dev.4 → 4.0.0-dev.41

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 (606) hide show
  1. package/CHANGELOG.md +67 -37
  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/ElementLocateManager.d.ts.map +1 -1
  13. package/lib/cjs/ElementLocateManager.js +2 -0
  14. package/lib/cjs/ElementLocateManager.js.map +1 -1
  15. package/lib/cjs/EnvironmentDecorations.js +2 -3
  16. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  17. package/lib/cjs/FlashSettings.js +3 -4
  18. package/lib/cjs/FlashSettings.js.map +1 -1
  19. package/lib/cjs/GeoServices.d.ts +57 -5
  20. package/lib/cjs/GeoServices.d.ts.map +1 -1
  21. package/lib/cjs/GeoServices.js +180 -155
  22. package/lib/cjs/GeoServices.js.map +1 -1
  23. package/lib/cjs/IModelApp.d.ts +1 -3
  24. package/lib/cjs/IModelApp.d.ts.map +1 -1
  25. package/lib/cjs/IModelApp.js +20 -24
  26. package/lib/cjs/IModelApp.js.map +1 -1
  27. package/lib/cjs/IModelConnection.d.ts +1 -1
  28. package/lib/cjs/IModelConnection.js +2 -2
  29. package/lib/cjs/IModelConnection.js.map +1 -1
  30. package/lib/cjs/IpcApp.js +1 -1
  31. package/lib/cjs/IpcApp.js.map +1 -1
  32. package/lib/cjs/LocalhostIpcApp.js +3 -4
  33. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  34. package/lib/cjs/ModelState.js +2 -3
  35. package/lib/cjs/ModelState.js.map +1 -1
  36. package/lib/cjs/NativeApp.d.ts +1 -1
  37. package/lib/cjs/NativeApp.js +4 -7
  38. package/lib/cjs/NativeApp.js.map +1 -1
  39. package/lib/cjs/NoRenderApp.d.ts +11 -4
  40. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  41. package/lib/cjs/NoRenderApp.js +14 -8
  42. package/lib/cjs/NoRenderApp.js.map +1 -1
  43. package/lib/cjs/PlanarClipMaskState.js +1 -1
  44. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  45. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -4
  46. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  47. package/lib/cjs/SelectionSet.d.ts +0 -1
  48. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  49. package/lib/cjs/SelectionSet.js +0 -1
  50. package/lib/cjs/SelectionSet.js.map +1 -1
  51. package/lib/cjs/SheetViewState.js +15 -23
  52. package/lib/cjs/SheetViewState.js.map +1 -1
  53. package/lib/cjs/Tiles.js +2 -2
  54. package/lib/cjs/Tiles.js.map +1 -1
  55. package/lib/cjs/ViewContext.js +1 -1
  56. package/lib/cjs/ViewContext.js.map +1 -1
  57. package/lib/cjs/ViewCreator2d.js +4 -5
  58. package/lib/cjs/ViewCreator2d.js.map +1 -1
  59. package/lib/cjs/ViewCreator3d.js +5 -5
  60. package/lib/cjs/ViewCreator3d.js.map +1 -1
  61. package/lib/cjs/ViewRect.d.ts +1 -1
  62. package/lib/cjs/ViewRect.d.ts.map +1 -1
  63. package/lib/cjs/ViewRect.js +1 -1
  64. package/lib/cjs/ViewRect.js.map +1 -1
  65. package/lib/cjs/ViewState.js +17 -24
  66. package/lib/cjs/ViewState.js.map +1 -1
  67. package/lib/cjs/Viewport.js +23 -33
  68. package/lib/cjs/Viewport.js.map +1 -1
  69. package/lib/cjs/extension/ExtensionImpl.js +1 -1
  70. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  71. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +2 -3
  72. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  73. package/lib/cjs/quantity-formatting/QuantityFormatter.js +7 -9
  74. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  75. package/lib/cjs/render/FeatureSymbology.js +1 -2
  76. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  77. package/lib/cjs/render/GraphicBuilder.js +7 -9
  78. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  79. package/lib/cjs/render/MockRender.js +1 -2
  80. package/lib/cjs/render/MockRender.js.map +1 -1
  81. package/lib/cjs/render/ParticleCollectionBuilder.js +2 -3
  82. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  83. package/lib/cjs/render/RealityMeshParams.d.ts +2 -2
  84. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  85. package/lib/cjs/render/RealityMeshParams.js +8 -11
  86. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  87. package/lib/cjs/render/RenderPlan.js +1 -1
  88. package/lib/cjs/render/RenderPlan.js.map +1 -1
  89. package/lib/cjs/render/RenderSystem.js +1 -2
  90. package/lib/cjs/render/RenderSystem.js.map +1 -1
  91. package/lib/cjs/render/VisibleFeature.js +2 -4
  92. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  93. package/lib/cjs/render/primitives/AuxChannelTable.js +6 -9
  94. package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
  95. package/lib/cjs/render/primitives/EdgeParams.js +6 -7
  96. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  97. package/lib/cjs/render/primitives/PolylineParams.js +2 -3
  98. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  99. package/lib/cjs/render/primitives/VertexKey.js +1 -1
  100. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  101. package/lib/cjs/render/primitives/VertexTable.js +1 -1
  102. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  103. package/lib/cjs/render/primitives/VertexTableSplitter.js +6 -8
  104. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  105. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +9 -11
  106. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  107. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -5
  108. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  109. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +1 -1
  110. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  111. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +2 -3
  112. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  113. package/lib/cjs/render/webgl/BranchState.js +9 -10
  114. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  115. package/lib/cjs/render/webgl/EDL.js +17 -21
  116. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  117. package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
  118. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  119. package/lib/cjs/render/webgl/Graphic.js +3 -5
  120. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  121. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +1 -1
  122. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  123. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -3
  124. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  125. package/lib/cjs/render/webgl/Mesh.js +7 -10
  126. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  127. package/lib/cjs/render/webgl/MeshData.js +1 -2
  128. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  129. package/lib/cjs/render/webgl/PlanarClassifier.js +10 -15
  130. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  131. package/lib/cjs/render/webgl/RealityMesh.js +5 -8
  132. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  133. package/lib/cjs/render/webgl/RealityModelUniforms.js +3 -4
  134. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
  135. package/lib/cjs/render/webgl/RenderCommands.js +7 -8
  136. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  137. package/lib/cjs/render/webgl/SceneCompositor.js +7 -9
  138. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  139. package/lib/cjs/render/webgl/ShaderBuilder.js +1 -2
  140. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  141. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  142. package/lib/cjs/render/webgl/SolarShadowMap.js +1 -11
  143. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  144. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  145. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  146. package/lib/cjs/render/webgl/System.d.ts +0 -1
  147. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  148. package/lib/cjs/render/webgl/System.js +12 -17
  149. package/lib/cjs/render/webgl/System.js.map +1 -1
  150. package/lib/cjs/render/webgl/Target.js +9 -14
  151. package/lib/cjs/render/webgl/Target.js.map +1 -1
  152. package/lib/cjs/render/webgl/TargetGraphics.js +1 -2
  153. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  154. package/lib/cjs/render/webgl/Texture.js +1 -2
  155. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  156. package/lib/cjs/render/webgl/ThematicSensors.js +2 -4
  157. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  158. package/lib/cjs/render/webgl/VisibleTileFeatures.js +1 -2
  159. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  160. package/lib/cjs/render/webgl/glsl/Animation.js +6 -9
  161. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  162. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +1 -2
  163. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  164. package/lib/cjs/render/webgl/glsl/Instancing.js +4 -5
  165. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  166. package/lib/cjs/render/webgl/glsl/RealityMesh.js +2 -4
  167. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  168. package/lib/cjs/render/webgl/glsl/Surface.js +1 -2
  169. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  170. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -2
  171. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  172. package/lib/cjs/request/Request.d.ts.map +1 -1
  173. package/lib/cjs/request/Request.js.map +1 -1
  174. package/lib/cjs/tile/ClassifierTileTree.js +3 -3
  175. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  176. package/lib/cjs/tile/GltfReader.js +62 -76
  177. package/lib/cjs/tile/GltfReader.js.map +1 -1
  178. package/lib/cjs/tile/IModelTile.js +2 -3
  179. package/lib/cjs/tile/IModelTile.js.map +1 -1
  180. package/lib/cjs/tile/IModelTileRequestChannels.js +6 -11
  181. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  182. package/lib/cjs/tile/IModelTileTree.js +5 -9
  183. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  184. package/lib/cjs/tile/ImdlReader.js +13 -17
  185. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  186. package/lib/cjs/tile/OrbitGtTileTree.js +2 -2
  187. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  188. package/lib/cjs/tile/PntsReader.js +4 -5
  189. package/lib/cjs/tile/PntsReader.js.map +1 -1
  190. package/lib/cjs/tile/PrimaryTileTree.js +22 -32
  191. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  192. package/lib/cjs/tile/RealityModelTileTree.js +12 -19
  193. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  194. package/lib/cjs/tile/RealityTile.d.ts +1 -1
  195. package/lib/cjs/tile/RealityTile.js +4 -6
  196. package/lib/cjs/tile/RealityTile.js.map +1 -1
  197. package/lib/cjs/tile/RealityTileLoader.js +2 -2
  198. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  199. package/lib/cjs/tile/RealityTileTree.d.ts +1 -1
  200. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  201. package/lib/cjs/tile/RealityTileTree.js +2 -3
  202. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  203. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +3 -5
  204. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  205. package/lib/cjs/tile/Tile.js +1 -1
  206. package/lib/cjs/tile/Tile.js.map +1 -1
  207. package/lib/cjs/tile/TileAdmin.d.ts +5 -1
  208. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  209. package/lib/cjs/tile/TileAdmin.js +22 -27
  210. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  211. package/lib/cjs/tile/TileDrawArgs.js +3 -6
  212. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  213. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  214. package/lib/cjs/tile/TileRequest.js +2 -1
  215. package/lib/cjs/tile/TileRequest.js.map +1 -1
  216. package/lib/cjs/tile/TileRequestChannel.d.ts +23 -1
  217. package/lib/cjs/tile/TileRequestChannel.d.ts.map +1 -1
  218. package/lib/cjs/tile/TileRequestChannel.js +28 -7
  219. package/lib/cjs/tile/TileRequestChannel.js.map +1 -1
  220. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  221. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  222. package/lib/cjs/tile/TileTree.js +2 -3
  223. package/lib/cjs/tile/TileTree.js.map +1 -1
  224. package/lib/cjs/tile/TiledGraphicsProvider.js +1 -1
  225. package/lib/cjs/tile/TiledGraphicsProvider.js.map +1 -1
  226. package/lib/cjs/tile/map/ArcGISTileMap.js +5 -6
  227. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  228. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  229. package/lib/cjs/tile/map/ArcGisUtilities.js +6 -8
  230. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  231. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts +11 -3
  232. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts.map +1 -1
  233. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js +17 -5
  234. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js.map +1 -1
  235. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +4 -7
  236. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
  237. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  238. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +6 -9
  239. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  240. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -2
  241. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  242. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +14 -19
  243. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  244. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js +14 -20
  245. package/lib/cjs/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
  246. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  247. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  248. package/lib/cjs/tile/map/ImageryTileTree.js +10 -5
  249. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  250. package/lib/cjs/tile/map/MapCartoRectangle.d.ts +1 -1
  251. package/lib/cjs/tile/map/MapCartoRectangle.js +2 -2
  252. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  253. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +5 -6
  254. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  255. package/lib/cjs/tile/map/MapLayerImageryFormats.js +11 -14
  256. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  257. package/lib/cjs/tile/map/MapLayerImageryProvider.js +2 -3
  258. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  259. package/lib/cjs/tile/map/MapLayerSources.js +1 -1
  260. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  261. package/lib/cjs/tile/map/MapTile.d.ts +10 -2
  262. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  263. package/lib/cjs/tile/map/MapTile.js +34 -12
  264. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  265. package/lib/cjs/tile/map/MapTileLoader.js +1 -1
  266. package/lib/cjs/tile/map/MapTileLoader.js.map +1 -1
  267. package/lib/cjs/tile/map/MapTileTree.d.ts +3 -2
  268. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  269. package/lib/cjs/tile/map/MapTileTree.js +24 -26
  270. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  271. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +6 -7
  272. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  273. package/lib/cjs/tile/map/MapTilingScheme.d.ts +1 -1
  274. package/lib/cjs/tile/map/MapTilingScheme.js +1 -1
  275. package/lib/cjs/tile/map/MapTilingScheme.js.map +1 -1
  276. package/lib/cjs/tile/map/QuadId.d.ts +1 -1
  277. package/lib/cjs/tile/map/QuadId.js +1 -1
  278. package/lib/cjs/tile/map/QuadId.js.map +1 -1
  279. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +9 -4
  280. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  281. package/lib/cjs/tile/map/TerrainMeshProvider.js +6 -1
  282. package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
  283. package/lib/cjs/tile/map/TerrainProvider.d.ts +2 -2
  284. package/lib/cjs/tile/map/TerrainProvider.js +1 -1
  285. package/lib/cjs/tile/map/TerrainProvider.js.map +1 -1
  286. package/lib/cjs/tile/map/WmsCapabilities.js +4 -5
  287. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  288. package/lib/cjs/tile/map/WmtsCapabilities.js +17 -25
  289. package/lib/cjs/tile/map/WmtsCapabilities.js.map +1 -1
  290. package/lib/cjs/tools/ClipViewTool.js +1 -1
  291. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  292. package/lib/cjs/tools/MeasureTool.js +2 -4
  293. package/lib/cjs/tools/MeasureTool.js.map +1 -1
  294. package/lib/cjs/tools/PrimitiveTool.js +2 -3
  295. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  296. package/lib/cjs/tools/SelectTool.js +1 -2
  297. package/lib/cjs/tools/SelectTool.js.map +1 -1
  298. package/lib/cjs/tools/Tool.js +2 -3
  299. package/lib/cjs/tools/Tool.js.map +1 -1
  300. package/lib/cjs/tools/ToolAdmin.js +2 -4
  301. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  302. package/lib/cjs/tools/ViewTool.js +3 -3
  303. package/lib/cjs/tools/ViewTool.js.map +1 -1
  304. package/lib/esm/AccuDraw.js +1 -1
  305. package/lib/esm/AccuDraw.js.map +1 -1
  306. package/lib/esm/AccuSnap.js +3 -3
  307. package/lib/esm/AccuSnap.js.map +1 -1
  308. package/lib/esm/BriefcaseConnection.js +9 -11
  309. package/lib/esm/BriefcaseConnection.js.map +1 -1
  310. package/lib/esm/DisplayStyleState.js +8 -12
  311. package/lib/esm/DisplayStyleState.js.map +1 -1
  312. package/lib/esm/DrawingViewState.js +4 -6
  313. package/lib/esm/DrawingViewState.js.map +1 -1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, RenderMode, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\n\r\n/** Options used to construct a BranchState.\r\n * @internal\r\n */\r\nexport interface BranchStateOptions {\r\n readonly transform: Transform;\r\n viewFlags: ViewFlags;\r\n symbologyOverrides: FeatureSymbology.Overrides;\r\n clipVolume?: ClipVolume;\r\n readonly planarClassifier?: PlanarClassifier;\r\n readonly secondaryClassifiers?: PlanarClassifier[];\r\n readonly textureDrape?: TextureDrape;\r\n readonly edgeSettings: EdgeSettings;\r\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\r\n readonly iModel?: IModelConnection;\r\n /** Whether the graphics in this branch are 2d or 3d.\r\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\r\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\r\n * in 3d we use the pick buffers.\r\n */\r\n is3d: boolean;\r\n frustumScale?: { x: number, y: number };\r\n readonly appearanceProvider?: FeatureAppearanceProvider;\r\n readonly realityModelDisplaySettings?: RealityModelDisplaySettings;\r\n forceViewCoords?: boolean;\r\n}\r\n\r\n/**\r\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\r\n * all sub-nodes of the branch.\r\n * @internal\r\n */\r\nexport class BranchState {\r\n private readonly _opts: BranchStateOptions;\r\n\r\n public get transform() { return this._opts.transform; }\r\n public get viewFlags() { return this._opts.viewFlags; }\r\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\r\n public get clipVolume() { return this._opts.clipVolume; }\r\n public get forceViewCoords(): boolean { return true === this._opts.forceViewCoords; }\r\n public get planarClassifier() { return this._opts.planarClassifier; }\r\n public get textureDrape() { return this._opts.textureDrape; }\r\n public get edgeSettings() { return this._opts.edgeSettings; }\r\n public get iModel() { return this._opts.iModel; }\r\n public get is3d() { return this._opts.is3d; }\r\n public get frustumScale() { return this._opts.frustumScale!; }\r\n public get appearanceProvider() { return this._opts.appearanceProvider; }\r\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\r\n public get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }\r\n\r\n public get symbologyOverrides() {\r\n return this._opts.symbologyOverrides;\r\n }\r\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\r\n this._opts.symbologyOverrides = ovrs;\r\n }\r\n\r\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this.viewFlags = viewFlags;\r\n this._opts.is3d = is3d;\r\n this.edgeSettings.init(hline);\r\n }\r\n\r\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\r\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\r\n return new BranchState({\r\n viewFlags: branch.branch.getViewFlags(prev.viewFlags),\r\n transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),\r\n symbologyOverrides: branch.branch.symbologyOverrides ?? prev.symbologyOverrides,\r\n iModel: branch.iModel ?? prev.iModel,\r\n planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,\r\n textureDrape: branch.textureDrape ?? prev.textureDrape,\r\n clipVolume: branch.clips,\r\n forceViewCoords: prev.forceViewCoords,\r\n edgeSettings: branch.edgeSettings ?? prev.edgeSettings,\r\n is3d: branch.frustum?.is3d ?? prev.is3d,\r\n frustumScale: branch.frustum?.scale ?? prev.frustumScale,\r\n secondaryClassifiers: branch.secondaryClassifiers?? prev.secondaryClassifiers,\r\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\r\n appearanceProvider: branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),\r\n realityModelDisplaySettings: branch.branch.realityModelDisplaySettings ?? prev.realityModelDisplaySettings,\r\n });\r\n }\r\n\r\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._opts.appearanceProvider)\r\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n\r\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public static createForDecorations(): BranchState {\r\n const vf = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\r\n\r\n return new BranchState({ viewFlags: vf, transform: Transform.createIdentity(), symbologyOverrides: new FeatureSymbology.Overrides(), edgeSettings: EdgeSettings.create(undefined), is3d: true });\r\n }\r\n\r\n public withViewCoords(): BranchState {\r\n return new BranchState({ ...this._opts, forceViewCoords: true });\r\n }\r\n\r\n public constructor(opts: BranchStateOptions) {\r\n if (!opts.frustumScale)\r\n opts.frustumScale = { x: 1, y: 1 };\r\n\r\n this._opts = opts;\r\n this._opts.viewFlags = this._opts.viewFlags.normalize();\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport {\r\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, RenderMode, ViewFlags,\r\n} from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\n\r\n/** Options used to construct a BranchState.\r\n * @internal\r\n */\r\nexport interface BranchStateOptions {\r\n readonly transform: Transform;\r\n viewFlags: ViewFlags;\r\n symbologyOverrides: FeatureSymbology.Overrides;\r\n clipVolume?: ClipVolume;\r\n readonly planarClassifier?: PlanarClassifier;\r\n readonly secondaryClassifiers?: PlanarClassifier[];\r\n readonly textureDrape?: TextureDrape;\r\n readonly edgeSettings: EdgeSettings;\r\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\r\n readonly iModel?: IModelConnection;\r\n /** Whether the graphics in this branch are 2d or 3d.\r\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\r\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\r\n * in 3d we use the pick buffers.\r\n */\r\n is3d: boolean;\r\n frustumScale?: { x: number, y: number };\r\n readonly appearanceProvider?: FeatureAppearanceProvider;\r\n readonly realityModelDisplaySettings?: RealityModelDisplaySettings;\r\n forceViewCoords?: boolean;\r\n}\r\n\r\n/**\r\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\r\n * all sub-nodes of the branch.\r\n * @internal\r\n */\r\nexport class BranchState {\r\n private readonly _opts: BranchStateOptions;\r\n\r\n public get transform() { return this._opts.transform; }\r\n public get viewFlags() { return this._opts.viewFlags; }\r\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\r\n public get clipVolume() { return this._opts.clipVolume; }\r\n public get forceViewCoords(): boolean { return true === this._opts.forceViewCoords; }\r\n public get planarClassifier() { return this._opts.planarClassifier; }\r\n public get textureDrape() { return this._opts.textureDrape; }\r\n public get edgeSettings() { return this._opts.edgeSettings; }\r\n public get iModel() { return this._opts.iModel; }\r\n public get is3d() { return this._opts.is3d; }\r\n public get frustumScale() { return this._opts.frustumScale!; }\r\n public get appearanceProvider() { return this._opts.appearanceProvider; }\r\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\r\n public get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }\r\n\r\n public get symbologyOverrides() {\r\n return this._opts.symbologyOverrides;\r\n }\r\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\r\n this._opts.symbologyOverrides = ovrs;\r\n }\r\n\r\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this.viewFlags = viewFlags;\r\n this._opts.is3d = is3d;\r\n this.edgeSettings.init(hline);\r\n }\r\n\r\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\r\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\r\n return new BranchState({\r\n viewFlags: branch.branch.getViewFlags(prev.viewFlags),\r\n transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),\r\n symbologyOverrides: branch.branch.symbologyOverrides ?? prev.symbologyOverrides,\r\n iModel: branch.iModel ?? prev.iModel,\r\n planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,\r\n textureDrape: branch.textureDrape ?? prev.textureDrape,\r\n clipVolume: branch.clips,\r\n forceViewCoords: prev.forceViewCoords,\r\n edgeSettings: branch.edgeSettings ?? prev.edgeSettings,\r\n is3d: branch.frustum?.is3d ?? prev.is3d,\r\n frustumScale: branch.frustum?.scale ?? prev.frustumScale,\r\n secondaryClassifiers: branch.secondaryClassifiers?? prev.secondaryClassifiers,\r\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\r\n appearanceProvider: branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),\r\n realityModelDisplaySettings: branch.branch.realityModelDisplaySettings ?? prev.realityModelDisplaySettings,\r\n });\r\n }\r\n\r\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\r\n if (this._opts.appearanceProvider)\r\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n\r\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\r\n }\r\n\r\n public static createForDecorations(): BranchState {\r\n const vf = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\r\n\r\n return new BranchState({ viewFlags: vf, transform: Transform.createIdentity(), symbologyOverrides: new FeatureSymbology.Overrides(), edgeSettings: EdgeSettings.create(undefined), is3d: true });\r\n }\r\n\r\n public withViewCoords(): BranchState {\r\n return new BranchState({ ...this._opts, forceViewCoords: true });\r\n }\r\n\r\n public constructor(opts: BranchStateOptions) {\r\n if (!opts.frustumScale)\r\n opts.frustumScale = { x: 1, y: 1 };\r\n\r\n this._opts = opts;\r\n this._opts.viewFlags = this._opts.viewFlags.normalize();\r\n }\r\n}\r\n"]}
@@ -61,7 +61,6 @@ class Bundle {
61
61
  return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);
62
62
  }
63
63
  get isDisposed() {
64
- var _a, _b, _c, _d, _e;
65
64
  return undefined === this.edlCalcTex1
66
65
  && undefined === this.edlCalcTex2
67
66
  && undefined === this.edlCalcTex4
@@ -73,17 +72,16 @@ class Bundle {
73
72
  && undefined === this.edlFiltFbo2
74
73
  && undefined === this.edlFiltFbo4
75
74
  && undefined === this.edlCalcBasicGeom
76
- && undefined === ((_a = this.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0])
77
- && undefined === ((_b = this.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1])
78
- && undefined === ((_c = this.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2])
75
+ && undefined === this.edlCalcFullGeom?.[0]
76
+ && undefined === this.edlCalcFullGeom?.[1]
77
+ && undefined === this.edlCalcFullGeom?.[2]
79
78
  && undefined === this.edlCalcFullGeom
80
- && undefined === ((_d = this.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0])
81
- && undefined === ((_e = this.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1])
79
+ && undefined === this.edlFiltGeom?.[0]
80
+ && undefined === this.edlFiltGeom?.[1]
82
81
  && undefined === this.edlFiltGeom
83
82
  && undefined === this.edlMixGeom;
84
83
  }
85
84
  dispose() {
86
- var _a, _b, _c, _d, _e;
87
85
  this.edlCalcTex1 = dispose(this.edlCalcTex1);
88
86
  this.edlCalcTex2 = dispose(this.edlCalcTex2);
89
87
  this.edlCalcTex4 = dispose(this.edlCalcTex4);
@@ -96,14 +94,14 @@ class Bundle {
96
94
  this.edlFiltFbo4 = dispose(this.edlFiltFbo4);
97
95
  this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);
98
96
  if (this.edlCalcFullGeom) {
99
- this.edlCalcFullGeom[0] = dispose((_a = this.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0]);
100
- this.edlCalcFullGeom[1] = dispose((_b = this.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1]);
101
- this.edlCalcFullGeom[2] = dispose((_c = this.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2]);
97
+ this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);
98
+ this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);
99
+ this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);
102
100
  this.edlCalcFullGeom = undefined;
103
101
  }
104
102
  if (this.edlFiltGeom) {
105
- this.edlFiltGeom[0] = dispose((_d = this.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0]);
106
- this.edlFiltGeom[1] = dispose((_e = this.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1]);
103
+ this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);
104
+ this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);
107
105
  this.edlFiltGeom = undefined;
108
106
  }
109
107
  this.edlMixGeom = dispose(this.edlMixGeom);
@@ -137,7 +135,6 @@ export class EyeDomeLighting {
137
135
  return true;
138
136
  }
139
137
  collectStatistics(stats) {
140
- var _a, _b, _c, _d, _e;
141
138
  const bundle = this._bundle;
142
139
  if (undefined !== bundle) {
143
140
  collectTextureStatistics(bundle.edlCalcTex1, stats);
@@ -146,11 +143,11 @@ export class EyeDomeLighting {
146
143
  collectTextureStatistics(bundle.edlFiltTex2, stats);
147
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  collectTextureStatistics(bundle.edlFiltTex4, stats);
148
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  collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);
149
- collectGeometryStatistics((_a = bundle.edlCalcFullGeom) === null || _a === void 0 ? void 0 : _a[0], stats);
150
- collectGeometryStatistics((_b = bundle.edlCalcFullGeom) === null || _b === void 0 ? void 0 : _b[1], stats);
151
- collectGeometryStatistics((_c = bundle.edlCalcFullGeom) === null || _c === void 0 ? void 0 : _c[2], stats);
152
- collectGeometryStatistics((_d = bundle.edlFiltGeom) === null || _d === void 0 ? void 0 : _d[0], stats);
153
- collectGeometryStatistics((_e = bundle.edlFiltGeom) === null || _e === void 0 ? void 0 : _e[1], stats);
146
+ collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);
147
+ collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);
148
+ collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);
149
+ collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);
150
+ collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);
154
151
  collectGeometryStatistics(bundle.edlMixGeom, stats);
155
152
  }
156
153
  }
@@ -166,7 +163,6 @@ export class EyeDomeLighting {
166
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  * returns true if succeeds
167
164
  */
168
165
  draw(edlParams) {
169
- var _a, _b;
170
166
  if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)
171
167
  return false;
172
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  const bundle = this.getBundle();
@@ -174,8 +170,8 @@ export class EyeDomeLighting {
174
170
  return false;
175
171
  // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth
176
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  const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);
177
- if (undefined === this._edlFinalFbo || ((_a = this._edlFinalBufs) === null || _a === void 0 ? void 0 : _a.tex) !== finalBufs.tex ||
178
- (edlParams.useMsBuffers && ((_b = this._edlFinalBufs) === null || _b === void 0 ? void 0 : _b.msBuf) !== finalBufs.msBuf)) {
173
+ if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||
174
+ (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {
179
175
  this._edlFinalFbo = dispose(this._edlFinalFbo);
180
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  this._edlFinalBufs = finalBufs;
181
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  const filters = [GL.MultiSampling.Filter.Linear];
@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public edlCalcTex1?: TextureHandle,\r\n public edlCalcTex2?: TextureHandle,\r\n public edlCalcTex4?: TextureHandle,\r\n public edlFiltTex2?: TextureHandle,\r\n public edlFiltTex4?: TextureHandle,\r\n\r\n public edlCalcFbo1?: FrameBuffer,\r\n public edlCalcFbo2?: FrameBuffer,\r\n public edlCalcFbo4?: FrameBuffer,\r\n public edlFiltFbo2?: FrameBuffer,\r\n public edlFiltFbo4?: FrameBuffer,\r\n\r\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\r\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\r\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\r\n public edlMixGeom?: EDLMixGeometry) {\r\n }\r\n\r\n public static create(width: number, height: number): Bundle | undefined {\r\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\r\n dispose (edlCalcTex1);\r\n dispose (edlCalcTex2);\r\n dispose (edlCalcTex4);\r\n dispose (edlFiltTex2);\r\n dispose (edlFiltTex4);\r\n return undefined;\r\n }\r\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\r\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\r\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\r\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\r\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\r\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\r\n dispose (edlCalcFbo1);\r\n dispose (edlCalcFbo2);\r\n dispose (edlCalcFbo4);\r\n dispose (edlFiltFbo2);\r\n dispose (edlFiltFbo4);\r\n return undefined;\r\n }\r\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this.edlCalcTex1\r\n && undefined === this.edlCalcTex2\r\n && undefined === this.edlCalcTex4\r\n && undefined === this.edlFiltTex2\r\n && undefined === this.edlFiltTex4\r\n && undefined === this.edlCalcFbo1\r\n && undefined === this.edlCalcFbo2\r\n && undefined === this.edlCalcFbo4\r\n && undefined === this.edlFiltFbo2\r\n && undefined === this.edlFiltFbo4\r\n && undefined === this.edlCalcBasicGeom\r\n && undefined === this.edlCalcFullGeom?.[0]\r\n && undefined === this.edlCalcFullGeom?.[1]\r\n && undefined === this.edlCalcFullGeom?.[2]\r\n && undefined === this.edlCalcFullGeom\r\n && undefined === this.edlFiltGeom?.[0]\r\n && undefined === this.edlFiltGeom?.[1]\r\n && undefined === this.edlFiltGeom\r\n && undefined === this.edlMixGeom;\r\n }\r\n\r\n public dispose(): void {\r\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\r\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\r\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\r\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\r\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\r\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\r\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\r\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\r\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\r\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\r\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\r\n if (this.edlCalcFullGeom) {\r\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\r\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\r\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\r\n this.edlCalcFullGeom = undefined;\r\n }\r\n if (this.edlFiltGeom) {\r\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\r\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\r\n this.edlFiltGeom = undefined;\r\n }\r\n this.edlMixGeom = dispose(this.edlMixGeom);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum EDLMode { Off, On, Full }\r\n\r\n/** @internal */\r\nexport interface EDLDrawParams {\r\n inputTex: TextureHandle; // input to calc EDL from\r\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\r\n edlMode: EDLMode;\r\n edlFilter: boolean; // applies to Full mode only\r\n useMsBuffers: boolean;\r\n}\r\n\r\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _width: number;\r\n private _height: number;\r\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\r\n private _edlFinalFbo?: FrameBuffer;\r\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\r\n private readonly _target: Target;\r\n\r\n private getBundle(): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(this._width, this._height);\r\n assert(undefined !== this._bundle);\r\n }\r\n return this._bundle;\r\n }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._width = target.viewRect.width;\r\n this._height = target.viewRect.height;\r\n }\r\n\r\n public init(width: number, height: number, depth: DepthBuffer): boolean {\r\n this._width = width;\r\n this._height = height;\r\n this._depth = depth;\r\n // don't create buffers until we know we will use them (first draw)\r\n return true;\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 collectTextureStatistics(bundle.edlCalcTex1, stats);\r\n collectTextureStatistics(bundle.edlCalcTex2, stats);\r\n collectTextureStatistics(bundle.edlCalcTex4, stats);\r\n collectTextureStatistics(bundle.edlFiltTex2, stats);\r\n collectTextureStatistics(bundle.edlFiltTex4, stats);\r\n\r\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlMixGeom, stats);\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n }\r\n\r\n public reset() {\r\n this.dispose();\r\n }\r\n\r\n /** calculate EyeDomeLighting at specified quality using screen space shaders\r\n * returns true if succeeds\r\n */\r\n public draw(edlParams: EDLDrawParams): boolean {\r\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\r\n return false;\r\n\r\n const bundle = this.getBundle();\r\n if (undefined === bundle)\r\n return false;\r\n\r\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\r\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\r\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\r\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n this._edlFinalBufs = finalBufs;\r\n const filters = [GL.MultiSampling.Filter.Linear];\r\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\r\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\r\n if (undefined === this._edlFinalFbo)\r\n return false;\r\n }\r\n\r\n const fbStack = System.instance.frameBufferStack;\r\n const useMsBuffers = edlParams.useMsBuffers;\r\n System.instance.applyRenderState(RenderState.defaults);\r\n\r\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\r\n if (edlParams.edlMode === EDLMode.On) {\r\n // draw using single pass version (still 8 samples, full size)\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlCalcBasicGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ctd = this._depth!.getHandle()!;\r\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\r\n }\r\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n } else { // EDLMode.Full\r\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\r\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\r\n if (bundle.edlCalcFullGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ct2 = bundle.edlCalcTex2;\r\n const ct4 = bundle.edlCalcTex4;\r\n const ctd = this._depth.getHandle()!;\r\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\r\n }\r\n\r\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\r\n if (bundle.edlFiltGeom === undefined) {\r\n const ft2 = bundle.edlCalcTex2;\r\n const ft4 = bundle.edlCalcTex4;\r\n const ftd = this._depth.getHandle()!;\r\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\r\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\r\n }\r\n\r\n const gl = System.instance.context;\r\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\r\n for (let i = 0; i < 3; ++i) {\r\n fbStack.execute(edlCalc2FB[i], true, false, () => {\r\n const colTex = edlCalc2FB[i].getColor(0);\r\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\r\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\r\n this._target.techniques.draw(params);\r\n });\r\n\r\n if (edlParams.edlFilter && i > 0) {\r\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\r\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n }\r\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\r\n\r\n // Now combine the 3 results and output\r\n const tex1 = bundle.edlCalcTex1!.getHandle();\r\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\r\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlMixGeom === undefined) {\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n } else {\r\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\r\n dispose(bundle.edlMixGeom);\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n }\r\n }\r\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n return 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 { RenderMemory } from \"../RenderMemory\";\r\nimport { EDLCalcBasicGeometry, EDLCalcFullGeometry, EDLFilterGeometry, EDLMixGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DepthBuffer, FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { RenderBufferMultiSample } from \"./RenderBuffer\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { collectGeometryStatistics, collectTextureStatistics } from \"./SceneCompositor\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\nclass Bundle implements WebGLDisposable {\r\n private constructor(\r\n public edlCalcTex1?: TextureHandle,\r\n public edlCalcTex2?: TextureHandle,\r\n public edlCalcTex4?: TextureHandle,\r\n public edlFiltTex2?: TextureHandle,\r\n public edlFiltTex4?: TextureHandle,\r\n\r\n public edlCalcFbo1?: FrameBuffer,\r\n public edlCalcFbo2?: FrameBuffer,\r\n public edlCalcFbo4?: FrameBuffer,\r\n public edlFiltFbo2?: FrameBuffer,\r\n public edlFiltFbo4?: FrameBuffer,\r\n\r\n public edlCalcBasicGeom?: EDLCalcBasicGeometry,\r\n public edlCalcFullGeom?: [EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined, EDLCalcFullGeometry | undefined],\r\n public edlFiltGeom?: [EDLFilterGeometry | undefined, EDLFilterGeometry | undefined],\r\n public edlMixGeom?: EDLMixGeometry) {\r\n }\r\n\r\n public static create(width: number, height: number): Bundle | undefined {\r\n const edlCalcTex1 = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlCalcTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex2 = TextureHandle.createForAttachment(width >> 1, height >> 1, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n const edlFiltTex4 = TextureHandle.createForAttachment(width >> 2, height >> 2, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (undefined === edlCalcTex1 || undefined === edlCalcTex2 || undefined === edlCalcTex4 || undefined === edlFiltTex2 || undefined === edlFiltTex4) {\r\n dispose (edlCalcTex1);\r\n dispose (edlCalcTex2);\r\n dispose (edlCalcTex4);\r\n dispose (edlFiltTex2);\r\n dispose (edlFiltTex4);\r\n return undefined;\r\n }\r\n const edlCalcFbo1 = FrameBuffer.create([edlCalcTex1]);\r\n const edlCalcFbo2 = FrameBuffer.create([edlCalcTex2]);\r\n const edlCalcFbo4 = FrameBuffer.create([edlCalcTex4]);\r\n const edlFiltFbo2 = FrameBuffer.create([edlFiltTex2]);\r\n const edlFiltFbo4 = FrameBuffer.create([edlFiltTex4]);\r\n if (undefined === edlCalcFbo1 || undefined === edlCalcFbo2 || undefined === edlCalcFbo4 || undefined === edlFiltFbo2 || undefined === edlFiltFbo4) {\r\n dispose (edlCalcFbo1);\r\n dispose (edlCalcFbo2);\r\n dispose (edlCalcFbo4);\r\n dispose (edlFiltFbo2);\r\n dispose (edlFiltFbo4);\r\n return undefined;\r\n }\r\n return new Bundle(edlCalcTex1, edlCalcTex2, edlCalcTex4, edlFiltTex2, edlFiltTex4, edlCalcFbo1, edlCalcFbo2, edlCalcFbo4, edlFiltFbo2, edlFiltFbo4);\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return undefined === this.edlCalcTex1\r\n && undefined === this.edlCalcTex2\r\n && undefined === this.edlCalcTex4\r\n && undefined === this.edlFiltTex2\r\n && undefined === this.edlFiltTex4\r\n && undefined === this.edlCalcFbo1\r\n && undefined === this.edlCalcFbo2\r\n && undefined === this.edlCalcFbo4\r\n && undefined === this.edlFiltFbo2\r\n && undefined === this.edlFiltFbo4\r\n && undefined === this.edlCalcBasicGeom\r\n && undefined === this.edlCalcFullGeom?.[0]\r\n && undefined === this.edlCalcFullGeom?.[1]\r\n && undefined === this.edlCalcFullGeom?.[2]\r\n && undefined === this.edlCalcFullGeom\r\n && undefined === this.edlFiltGeom?.[0]\r\n && undefined === this.edlFiltGeom?.[1]\r\n && undefined === this.edlFiltGeom\r\n && undefined === this.edlMixGeom;\r\n }\r\n\r\n public dispose(): void {\r\n this.edlCalcTex1 = dispose(this.edlCalcTex1);\r\n this.edlCalcTex2 = dispose(this.edlCalcTex2);\r\n this.edlCalcTex4 = dispose(this.edlCalcTex4);\r\n this.edlFiltTex2 = dispose(this.edlFiltTex2);\r\n this.edlFiltTex4 = dispose(this.edlFiltTex4);\r\n this.edlCalcFbo1 = dispose(this.edlCalcFbo1);\r\n this.edlCalcFbo2 = dispose(this.edlCalcFbo2);\r\n this.edlCalcFbo4 = dispose(this.edlCalcFbo4);\r\n this.edlFiltFbo2 = dispose(this.edlFiltFbo2);\r\n this.edlFiltFbo4 = dispose(this.edlFiltFbo4);\r\n this.edlCalcBasicGeom = dispose(this.edlCalcBasicGeom);\r\n if (this.edlCalcFullGeom) {\r\n this.edlCalcFullGeom[0] = dispose(this.edlCalcFullGeom?.[0]);\r\n this.edlCalcFullGeom[1] = dispose(this.edlCalcFullGeom?.[1]);\r\n this.edlCalcFullGeom[2] = dispose(this.edlCalcFullGeom?.[2]);\r\n this.edlCalcFullGeom = undefined;\r\n }\r\n if (this.edlFiltGeom) {\r\n this.edlFiltGeom[0] = dispose(this.edlFiltGeom?.[0]);\r\n this.edlFiltGeom[1] = dispose(this.edlFiltGeom?.[1]);\r\n this.edlFiltGeom = undefined;\r\n }\r\n this.edlMixGeom = dispose(this.edlMixGeom);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport enum EDLMode { Off, On, Full }\r\n\r\n/** @internal */\r\nexport interface EDLDrawParams {\r\n inputTex: TextureHandle; // input to calc EDL from\r\n curFbo: FrameBuffer; // output fbo to get color texture from for EDL to put result in\r\n edlMode: EDLMode;\r\n edlFilter: boolean; // applies to Full mode only\r\n useMsBuffers: boolean;\r\n}\r\n\r\nexport class EyeDomeLighting implements RenderMemory.Consumer, WebGLDisposable {\r\n private _bundle?: Bundle;\r\n private _width: number;\r\n private _height: number;\r\n private _depth?: DepthBuffer; // depth buffer to read from, has to be non-MS and be up to date in draw if MS is used\r\n private _edlFinalFbo?: FrameBuffer;\r\n private _edlFinalBufs?: { tex: TextureHandle, msBuf: RenderBufferMultiSample | undefined };\r\n private readonly _target: Target;\r\n\r\n private getBundle(): Bundle | undefined {\r\n if (undefined === this._bundle) {\r\n this._bundle = Bundle.create(this._width, this._height);\r\n assert(undefined !== this._bundle);\r\n }\r\n return this._bundle;\r\n }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this._width = target.viewRect.width;\r\n this._height = target.viewRect.height;\r\n }\r\n\r\n public init(width: number, height: number, depth: DepthBuffer): boolean {\r\n this._width = width;\r\n this._height = height;\r\n this._depth = depth;\r\n // don't create buffers until we know we will use them (first draw)\r\n return true;\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 collectTextureStatistics(bundle.edlCalcTex1, stats);\r\n collectTextureStatistics(bundle.edlCalcTex2, stats);\r\n collectTextureStatistics(bundle.edlCalcTex4, stats);\r\n collectTextureStatistics(bundle.edlFiltTex2, stats);\r\n collectTextureStatistics(bundle.edlFiltTex4, stats);\r\n\r\n collectGeometryStatistics(bundle.edlCalcBasicGeom, stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlCalcFullGeom?.[2], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[0], stats);\r\n collectGeometryStatistics(bundle.edlFiltGeom?.[1], stats);\r\n collectGeometryStatistics(bundle.edlMixGeom, stats);\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._bundle && undefined === this._edlFinalFbo; }\r\n\r\n public dispose() {\r\n this._bundle = dispose(this._bundle);\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n }\r\n\r\n public reset() {\r\n this.dispose();\r\n }\r\n\r\n /** calculate EyeDomeLighting at specified quality using screen space shaders\r\n * returns true if succeeds\r\n */\r\n public draw(edlParams: EDLDrawParams): boolean {\r\n if (undefined === edlParams.inputTex || undefined === this._depth || undefined === edlParams.curFbo)\r\n return false;\r\n\r\n const bundle = this.getBundle();\r\n if (undefined === bundle)\r\n return false;\r\n\r\n // NB: have to test and create MS buffer as well if useMsBuffers, not outputting to depth\r\n const finalBufs = edlParams.curFbo.getColorTargets(edlParams.useMsBuffers, 0);\r\n if (undefined === this._edlFinalFbo || this._edlFinalBufs?.tex !== finalBufs.tex ||\r\n (edlParams.useMsBuffers && this._edlFinalBufs?.msBuf !== finalBufs.msBuf)) {\r\n this._edlFinalFbo = dispose (this._edlFinalFbo);\r\n this._edlFinalBufs = finalBufs;\r\n const filters = [GL.MultiSampling.Filter.Linear];\r\n this._edlFinalFbo = FrameBuffer.create([this._edlFinalBufs.tex], undefined,\r\n edlParams.useMsBuffers && this._edlFinalBufs.msBuf ? [this._edlFinalBufs.msBuf] : undefined, filters, undefined);\r\n if (undefined === this._edlFinalFbo)\r\n return false;\r\n }\r\n\r\n const fbStack = System.instance.frameBufferStack;\r\n const useMsBuffers = edlParams.useMsBuffers;\r\n System.instance.applyRenderState(RenderState.defaults);\r\n\r\n // ###TODO: should radius be (optionally?) voxel based instead of pixel here?\r\n if (edlParams.edlMode === EDLMode.On) {\r\n // draw using single pass version (still 8 samples, full size)\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlCalcBasicGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ctd = this._depth!.getHandle()!;\r\n bundle.edlCalcBasicGeom = EDLCalcBasicGeometry.createGeometry(ct1.getHandle()!, ctd, ct1.width, ct1.height);\r\n }\r\n const params = getDrawParams(this._target, bundle.edlCalcBasicGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n } else { // EDLMode.Full\r\n // draw with full method based on original paper using full, 1/2, and 1/4 sizes\r\n const edlCalc2FB: FrameBuffer[] = [bundle.edlCalcFbo1!, bundle.edlCalcFbo2!, bundle.edlCalcFbo4!];\r\n if (bundle.edlCalcFullGeom === undefined) {\r\n const ct1 = edlParams.inputTex;\r\n const ct2 = bundle.edlCalcTex2;\r\n const ct4 = bundle.edlCalcTex4;\r\n const ctd = this._depth.getHandle()!;\r\n bundle.edlCalcFullGeom = [EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 1, ct1.width, ct1.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 2, ct2!.width, ct2!.height),\r\n EDLCalcFullGeometry.createGeometry(ct1.getHandle()!, ctd, 4, ct4!.width, ct4!.height)];\r\n }\r\n\r\n const edlFiltFbos: FrameBuffer[] = [bundle.edlFiltFbo2!, bundle.edlFiltFbo4!];\r\n if (bundle.edlFiltGeom === undefined) {\r\n const ft2 = bundle.edlCalcTex2;\r\n const ft4 = bundle.edlCalcTex4;\r\n const ftd = this._depth.getHandle()!;\r\n bundle.edlFiltGeom = [EDLFilterGeometry.createGeometry(ft2!.getHandle()!, ftd, 2, ft2!.width, ft2!.height),\r\n EDLFilterGeometry.createGeometry(ft4!.getHandle()!, ftd, 4, ft4!.width, ft4!.height)];\r\n }\r\n\r\n const gl = System.instance.context;\r\n // Loop through the 3 sizes calculating an edl buffer, and if not first size, then optionally filtering those\r\n for (let i = 0; i < 3; ++i) {\r\n fbStack.execute(edlCalc2FB[i], true, false, () => {\r\n const colTex = edlCalc2FB[i].getColor(0);\r\n gl.viewport(0, 0, colTex.width, colTex.height); // have to set viewport to current texture size\r\n const params = getDrawParams(this._target, bundle.edlCalcFullGeom![i]!);\r\n this._target.techniques.draw(params);\r\n });\r\n\r\n if (edlParams.edlFilter && i > 0) {\r\n fbStack.execute(edlFiltFbos[i-1], true, false, () => {\r\n const params = getDrawParams(this._target, bundle.edlFiltGeom![i-1]!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n }\r\n gl.viewport(0, 0, this._width, this._height); // Restore viewport\r\n\r\n // Now combine the 3 results and output\r\n const tex1 = bundle.edlCalcTex1!.getHandle();\r\n const tex2 = edlParams.edlFilter ? bundle.edlFiltTex2!.getHandle() : bundle.edlCalcTex2!.getHandle();\r\n const tex4 = edlParams.edlFilter ? bundle.edlFiltTex4!.getHandle() : bundle.edlCalcTex4!.getHandle();\r\n fbStack.execute(this._edlFinalFbo, true, useMsBuffers, () => {\r\n if (bundle.edlMixGeom === undefined) {\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n } else {\r\n if (bundle.edlMixGeom.colorTexture1 !== tex1 || bundle.edlMixGeom.colorTexture2 !== tex2 || bundle.edlMixGeom.colorTexture4 !== tex4) {\r\n dispose(bundle.edlMixGeom);\r\n bundle.edlMixGeom = EDLMixGeometry.createGeometry(tex1!, tex2!, tex4!);\r\n }\r\n }\r\n const params = getDrawParams(this._target, bundle.edlMixGeom!);\r\n this._target.techniques.draw(params);\r\n });\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
@@ -67,7 +67,7 @@ export class FeatureOverrides {
67
67
  get anyOpaque() { return this._anyOpaque; }
68
68
  get anyHilited() { return this._anyHilited; }
69
69
  /** For tests. */
70
- get lutData() { var _a; return (_a = this._lut) === null || _a === void 0 ? void 0 : _a.dataBytes; }
70
+ get lutData() { return this._lut?.dataBytes; }
71
71
  get byteLength() { return undefined !== this._lut ? this._lut.bytesUsed : 0; }
72
72
  get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }
73
73
  updateUniformSymbologyFlags() {
@@ -244,7 +244,7 @@ export class FeatureOverrides {
244
244
  }
245
245
  let isFlashed = false;
246
246
  if (flashed && allowFlash) {
247
- elemId = elemId !== null && elemId !== void 0 ? elemId : map.getElementIdPair(i);
247
+ elemId = elemId ?? map.getElementIdPair(i);
248
248
  isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;
249
249
  }
250
250
  let newFlags = isFlashed ? (oldFlags | 16 /* Flashed */) : (oldFlags & ~16 /* Flashed */);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, PackedFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { DisplayParams } from \"../primitives/DisplayParams\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: PackedFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: PackedFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: PackedFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n const modelIdParts = Id64.getUint32Pair(map.modelId);\r\n const isModelHilited = allowHilite && hilites.models.hasPair(modelIdParts);\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const feature = map.getPackedFeature(i);\r\n const dataIndex = i * 4 * 2;\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n modelIdParts.lower, modelIdParts.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n let isModelHilited = false;\r\n if (!hilites.models.isEmpty) {\r\n const modelId = Id64.getUint32Pair(map.modelId);\r\n isModelHilited = hilites.models.hasPair(modelId);\r\n }\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i* 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let elemId;\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited && !hilites.elements.isEmpty) {\r\n elemId = map.getElementIdPair(i);\r\n isHilited = hilites.elements.hasPair(elemId);\r\n }\r\n\r\n if (!isHilited && !hilites.subcategories.isEmpty) {\r\n if (isModelHilited || !intersect) {\r\n const subcat = map.getSubCategoryIdPair(i);\r\n isHilited = hilites.subcategories.hasPair(subcat);\r\n }\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash) {\r\n elemId = elemId ?? map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: PackedFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n const elemId = map.getElementIdPair(i);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: PackedFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: PackedFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
@@ -70,8 +70,7 @@ export class PerTargetBatchData {
70
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  return this._thematicSensors;
71
71
  }
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72
  getFeatureOverrides(batch) {
73
- var _a;
74
- const source = (_a = this.target.currentFeatureSymbologyOverrides) === null || _a === void 0 ? void 0 : _a.source;
73
+ const source = this.target.currentFeatureSymbologyOverrides?.source;
75
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  let ovrs = this._featureOverrides.get(source);
76
75
  if (!ovrs) {
77
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  const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;
@@ -153,7 +152,7 @@ export class Batch extends Graphic {
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  this.graphic = graphic;
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  this.featureTable = features;
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  this.range = range;
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- this.options = options !== null && options !== void 0 ? options : {};
155
+ this.options = options ?? {};
157
156
  }
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  // Chiefly for debugging.
159
158
  get tileId() {
@@ -228,9 +227,8 @@ export class Branch extends Graphic {
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  if (opts.secondaryClassifiers) {
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  this.secondaryClassifiers = new Array();
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  opts.secondaryClassifiers.forEach((classifier) => {
231
- var _a;
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  if (classifier instanceof PlanarClassifier)
233
- (_a = this.secondaryClassifiers) === null || _a === void 0 ? void 0 : _a.push(classifier);
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+ this.secondaryClassifiers?.push(classifier);
234
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  });
235
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  }
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  }