@itwin/core-frontend 4.0.0-dev.56 → 4.0.0-dev.59

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Files changed (47) hide show
  1. package/lib/cjs/render/webgl/BranchUniforms.d.ts +0 -2
  2. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  3. package/lib/cjs/render/webgl/BranchUniforms.js +7 -10
  4. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  5. package/lib/cjs/render/webgl/MeshData.d.ts +4 -0
  6. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  7. package/lib/cjs/render/webgl/MeshData.js +23 -7
  8. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  9. package/lib/cjs/render/webgl/RenderFlags.d.ts +3 -1
  10. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  11. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  12. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  13. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -0
  14. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  15. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  16. package/lib/cjs/render/webgl/glsl/CopyStencil.js +0 -1
  17. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  18. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  19. package/lib/cjs/render/webgl/glsl/Surface.js +94 -20
  20. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  21. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  22. package/lib/cjs/render/webgl/glsl/Vertex.js +24 -26
  23. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  24. package/lib/esm/render/webgl/BranchUniforms.d.ts +0 -2
  25. package/lib/esm/render/webgl/BranchUniforms.d.ts.map +1 -1
  26. package/lib/esm/render/webgl/BranchUniforms.js +7 -10
  27. package/lib/esm/render/webgl/BranchUniforms.js.map +1 -1
  28. package/lib/esm/render/webgl/MeshData.d.ts +4 -0
  29. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -1
  30. package/lib/esm/render/webgl/MeshData.js +23 -7
  31. package/lib/esm/render/webgl/MeshData.js.map +1 -1
  32. package/lib/esm/render/webgl/RenderFlags.d.ts +3 -1
  33. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  34. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  35. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  36. package/lib/esm/render/webgl/SurfaceGeometry.js +2 -0
  37. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  38. package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  39. package/lib/esm/render/webgl/glsl/CopyStencil.js +0 -1
  40. package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
  41. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  42. package/lib/esm/render/webgl/glsl/Surface.js +94 -20
  43. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  44. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  45. package/lib/esm/render/webgl/glsl/Vertex.js +24 -26
  46. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  47. package/package.json +19 -19
@@ -32,7 +32,6 @@ export declare class BranchUniforms {
32
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  private readonly _mvp32;
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  private readonly _m32;
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  private readonly _v32;
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- private readonly _mvn32;
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  private readonly _scratchTransform;
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  private readonly _scratchTransform2;
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  private readonly _scratchViewToWorld;
@@ -57,7 +56,6 @@ export declare class BranchUniforms {
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  bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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  bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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  bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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- bindModelViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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  private update;
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  }
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  //# sourceMappingURL=BranchUniforms.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"BranchUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAY,QAAQ,EAA2B,MAAM,sBAAsB,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAgB,SAAS,EAAE,MAAM,QAAQ,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAgBxC;;GAEG;AACH,qBAAa,cAAc;IACzB,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,gBAAgB,CAAS;IAG1B,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAGjC,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,sBAAsB,CAAC,CAAU;IAGzC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAA6B;IACjD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAA6B;IAGlD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IACxC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IAGxC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA8B;IAChE,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAA8B;IACjE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAA6B;IACjE,OAAO,CAAC,QAAQ,CAAC,qBAAqB,CAA8B;IACpE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IAEnD,IAAW,KAAK,IAAI,WAAW,CAAwB;gBAEpC,MAAM,EAAE,MAAM;IAQ1B,gBAAgB,IAAI,UAAU;IAI9B,oBAAoB,CAAC,UAAU,EAAE,UAAU,GAAG,cAAc;IAInE,IAAW,eAAe,IAAI,QAAQ,CAErC;IAED,IAAW,GAAG,IAAI,WAAW,CAE5B;IAED,IAAW,MAAM,IAAI,MAAM,CAE1B;IAEM,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUhC,SAAS,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAUnC,GAAG,IAAI,IAAI;IAQX,YAAY,IAAI,IAAI;IAQpB,WAAW,IAAI,IAAI;IAMnB,gBAAgB,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,CAAC,QAAQ,GAAG,SAAS,GAAG,IAAI;IAI5F,cAAc,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,IAAI;IAIpE,wBAAwB,CAAC,GAAG,EAAE,gBAAgB,CAAC,SAAS,GAAG,IAAI;IAI/D,mBAAmB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAK9F,6BAA6B,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAKxG,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,uBAAuB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAKlG,OAAO,CAAC,MAAM;CA4Ef"}
1
+ {"version":3,"file":"BranchUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAY,QAAQ,EAA2B,MAAM,sBAAsB,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAgB,SAAS,EAAE,MAAM,QAAQ,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAgBxC;;GAEG;AACH,qBAAa,cAAc;IACzB,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,gBAAgB,CAAS;IAG1B,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAGjC,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,sBAAsB,CAAC,CAAU;IAGzC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAA6B;IACjD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAA6B;IAGlD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IACxC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IAGtC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA8B;IAChE,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAA8B;IACjE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAA6B;IACjE,OAAO,CAAC,QAAQ,CAAC,qBAAqB,CAA8B;IACpE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IAEnD,IAAW,KAAK,IAAI,WAAW,CAAwB;gBAEpC,MAAM,EAAE,MAAM;IAQ1B,gBAAgB,IAAI,UAAU;IAI9B,oBAAoB,CAAC,UAAU,EAAE,UAAU,GAAG,cAAc;IAInE,IAAW,eAAe,IAAI,QAAQ,CAErC;IAED,IAAW,GAAG,IAAI,WAAW,CAE5B;IAED,IAAW,MAAM,IAAI,MAAM,CAE1B;IAEM,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUhC,SAAS,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAUnC,GAAG,IAAI,IAAI;IAQX,YAAY,IAAI,IAAI;IAQpB,WAAW,IAAI,IAAI;IAMnB,gBAAgB,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,CAAC,QAAQ,GAAG,SAAS,GAAG,IAAI;IAI5F,cAAc,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,IAAI;IAIpE,wBAAwB,CAAC,GAAG,EAAE,gBAAgB,CAAC,SAAS,GAAG,IAAI;IAI/D,mBAAmB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAK9F,6BAA6B,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAKxG,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAKpG,OAAO,CAAC,MAAM;CA6Ef"}
@@ -45,7 +45,6 @@ class BranchUniforms {
45
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  this._mvp32 = new Matrix_1.Matrix4();
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  this._m32 = new Matrix_1.Matrix4();
47
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  this._v32 = new Matrix_1.Matrix3();
48
- this._mvn32 = new Matrix_1.Matrix3();
49
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  // Working state
50
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  this._scratchTransform = core_geometry_1.Transform.createIdentity();
51
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  this._scratchTransform2 = core_geometry_1.Transform.createIdentity();
@@ -128,10 +127,6 @@ class BranchUniforms {
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  if (this.update(uniform, geom, isViewCoords))
129
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  uniform.setMatrix3(this._v32);
130
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  }
131
- bindModelViewNTransform(uniform, geom, isViewCoords) {
132
- if (this.update(uniform, geom, isViewCoords))
133
- uniform.setMatrix3(this._mvn32);
134
- }
135
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  update(uniform, geometry, isViewCoords) {
136
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  const uniforms = this._target.uniforms[isViewCoords ? "viewRect" : "frustum"];
137
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  if (!(0, Sync_1.sync)(uniforms, this))
@@ -163,7 +158,6 @@ class BranchUniforms {
163
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  }
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  else {
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  const viewMatrix = this._target.uniforms.frustum.viewMatrix;
166
- mv = viewMatrix.clone(this._scratchTransform);
167
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  if (undefined !== instancedGeom) {
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  // For instanced geometry, the "model view" matrix is really a transform from center of instanced geometry range to view.
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  // Shader will compute final model-view matrix based on this and the per-instance transform.
@@ -171,10 +165,10 @@ class BranchUniforms {
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  const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld);
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  const rotateAboutOrigin = core_geometry_1.Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);
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  const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);
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- mv.multiplyTransformTransform(viModelMatrix, mv);
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+ mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);
175
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  }
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  else {
177
- mv.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), mv);
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+ mv = viewMatrix.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchTransform);
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  }
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  }
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  else {
@@ -182,10 +176,10 @@ class BranchUniforms {
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  const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld);
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  const rotateAboutOrigin = core_geometry_1.Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);
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  const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);
185
- mv.multiplyTransformTransform(viModelMatrix, mv);
179
+ mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);
186
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  }
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  else {
188
- mv = mv.multiplyTransformTransform(modelMatrix, mv);
182
+ mv = viewMatrix.multiplyTransformTransform(modelMatrix, this._scratchTransform);
189
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  }
190
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  }
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  }
@@ -193,6 +187,9 @@ class BranchUniforms {
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  this._m32.initFromTransform(modelMatrix);
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  this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);
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  }
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+ else if (undefined !== geometry.asSurface?.mesh.constantLodVParams) {
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+ this._m32.initFromTransform(modelMatrix);
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+ }
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  core_geometry_1.Matrix4d.createTransform(mv, this._mv);
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  this._mv32.initFromTransform(mv);
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  // Don't bother computing mvp for instanced geometry - it's not used.
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\r\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { desync, sync, SyncToken } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipStack } from \"./ClipStack\";\r\n\r\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\r\n if (a === b)\r\n return true;\r\n\r\n if ((undefined === a) !== (undefined === b))\r\n return false;\r\n\r\n if (undefined !== a && undefined !== b)\r\n return a.isExactEqual(b);\r\n\r\n assert(undefined === a && undefined === b);\r\n return true;\r\n}\r\n\r\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BranchUniforms {\r\n public readonly clipStack: ClipStack;\r\n private _viewClipEnabled = false;\r\n\r\n // The model-view and model-view-projection matrices depend on the frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private readonly _stack = new BranchStack();\r\n private readonly _target: Target;\r\n\r\n // Parameters that affect synchronization.\r\n private _isInstanced = false;\r\n private _viewIndependentOrigin?: Point3d;\r\n\r\n // CPU state\r\n private readonly _mv = Matrix4d.createIdentity();\r\n private readonly _mvp = Matrix4d.createIdentity();\r\n\r\n // GPU state\r\n private readonly _mv32 = new Matrix4();\r\n private readonly _mvp32 = new Matrix4();\r\n private readonly _m32 = new Matrix4();\r\n private readonly _v32 = new Matrix3();\r\n private readonly _mvn32 = new Matrix3();\r\n\r\n // Working state\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n private readonly _scratchTransform2 = Transform.createIdentity();\r\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\r\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\r\n private readonly _zeroPoint = new Point3d(0, 0, 0);\r\n\r\n public get stack(): BranchStack { return this._stack; }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this.clipStack = new ClipStack(\r\n () => target.uniforms.frustum.viewMatrix,\r\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\r\n );\r\n }\r\n\r\n public createBatchState(): BatchState {\r\n return new BatchState(this._stack);\r\n }\r\n\r\n public createRenderCommands(batchState: BatchState): RenderCommands {\r\n return new RenderCommands(this._target, this._stack, batchState);\r\n }\r\n\r\n public get modelViewMatrix(): Matrix4d {\r\n return this._mv;\r\n }\r\n\r\n public get top(): BranchState {\r\n return this._stack.top;\r\n }\r\n\r\n public get length(): number {\r\n return this._stack.length;\r\n }\r\n\r\n public pushBranch(branch: Branch): void {\r\n desync(this);\r\n this._stack.pushBranch(branch);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (branch.branch.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);\r\n }\r\n\r\n public pushState(state: BranchState): void {\r\n desync(this);\r\n this._stack.pushState(state);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (state.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);\r\n }\r\n\r\n public pop(): void {\r\n desync(this);\r\n if (this.top.clipVolume)\r\n this.clipStack.pop();\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushViewClip(): void {\r\n assert(!this._viewClipEnabled);\r\n this._viewClipEnabled = true;\r\n\r\n // Target.readPixels() pushes another BranchState before pushing view clip...\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public popViewClip(): void {\r\n assert(this._viewClipEnabled);\r\n this._viewClipEnabled = false;\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this._stack.changeRenderPlan(vf, is3d, hline);\r\n }\r\n\r\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\r\n this.clipStack.setViewClip(clip, style);\r\n }\r\n\r\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\r\n this._stack.setSymbologyOverrides(ovr);\r\n }\r\n\r\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mv32);\r\n }\r\n\r\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mvp32);\r\n }\r\n\r\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._m32);\r\n }\r\n\r\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._v32);\r\n }\r\n\r\n public bindModelViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._mvn32);\r\n }\r\n\r\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\r\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\r\n if (!sync(uniforms, this))\r\n desync(this);\r\n\r\n const instancedGeom = geometry.asInstanced;\r\n if (undefined !== instancedGeom || this._isInstanced) {\r\n this._isInstanced = undefined !== instancedGeom;\r\n desync(this);\r\n }\r\n\r\n const vio = geometry.viewIndependentOrigin;\r\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\r\n this._viewIndependentOrigin = vio;\r\n desync(this);\r\n }\r\n\r\n if (sync(this, uniform))\r\n return false;\r\n\r\n let mv;\r\n const modelMatrix = this._target.currentTransform;\r\n if (isViewCoords) {\r\n // Zero out Z for silly clipping tools...\r\n mv = modelMatrix.clone(this._scratchTransform);\r\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\r\n if (instancedGeom)\r\n mv = instancedGeom.getRtcModelTransform(mv);\r\n\r\n // Scale based on device-pixel ratio.\r\n const scale = this._target.devicePixelRatio;\r\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\r\n viewMatrix.multiplyTransformTransform(mv, mv);\r\n } else {\r\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\r\n mv = viewMatrix.clone(this._scratchTransform);\r\n\r\n if (undefined !== instancedGeom) {\r\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\r\n // Shader will compute final model-view matrix based on this and the per-instance transform.\r\n if (vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), mv);\r\n }\r\n } else {\r\n if (undefined !== vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\r\n mv.multiplyTransformTransform(viModelMatrix, mv);\r\n } else {\r\n mv = mv.multiplyTransformTransform(modelMatrix, mv);\r\n }\r\n }\r\n }\r\n\r\n if (this._target.wantThematicDisplay) {\r\n this._m32.initFromTransform(modelMatrix);\r\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\r\n }\r\n\r\n Matrix4d.createTransform(mv, this._mv);\r\n this._mv32.initFromTransform(mv);\r\n\r\n // Don't bother computing mvp for instanced geometry - it's not used.\r\n if (!this._isInstanced) {\r\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\r\n this._mvp32.initFromMatrix4d(this._mvp);\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/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\r\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { desync, sync, SyncToken } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipStack } from \"./ClipStack\";\r\n\r\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\r\n if (a === b)\r\n return true;\r\n\r\n if ((undefined === a) !== (undefined === b))\r\n return false;\r\n\r\n if (undefined !== a && undefined !== b)\r\n return a.isExactEqual(b);\r\n\r\n assert(undefined === a && undefined === b);\r\n return true;\r\n}\r\n\r\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BranchUniforms {\r\n public readonly clipStack: ClipStack;\r\n private _viewClipEnabled = false;\r\n\r\n // The model-view and model-view-projection matrices depend on the frustum.\r\n public syncToken?: SyncToken;\r\n public syncKey = 0;\r\n private readonly _stack = new BranchStack();\r\n private readonly _target: Target;\r\n\r\n // Parameters that affect synchronization.\r\n private _isInstanced = false;\r\n private _viewIndependentOrigin?: Point3d;\r\n\r\n // CPU state\r\n private readonly _mv = Matrix4d.createIdentity();\r\n private readonly _mvp = Matrix4d.createIdentity();\r\n\r\n // GPU state\r\n private readonly _mv32 = new Matrix4();\r\n private readonly _mvp32 = new Matrix4();\r\n private readonly _m32 = new Matrix4();\r\n private readonly _v32 = new Matrix3();\r\n\r\n // Working state\r\n private readonly _scratchTransform = Transform.createIdentity();\r\n private readonly _scratchTransform2 = Transform.createIdentity();\r\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\r\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\r\n private readonly _zeroPoint = new Point3d(0, 0, 0);\r\n\r\n public get stack(): BranchStack { return this._stack; }\r\n\r\n public constructor(target: Target) {\r\n this._target = target;\r\n this.clipStack = new ClipStack(\r\n () => target.uniforms.frustum.viewMatrix,\r\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\r\n );\r\n }\r\n\r\n public createBatchState(): BatchState {\r\n return new BatchState(this._stack);\r\n }\r\n\r\n public createRenderCommands(batchState: BatchState): RenderCommands {\r\n return new RenderCommands(this._target, this._stack, batchState);\r\n }\r\n\r\n public get modelViewMatrix(): Matrix4d {\r\n return this._mv;\r\n }\r\n\r\n public get top(): BranchState {\r\n return this._stack.top;\r\n }\r\n\r\n public get length(): number {\r\n return this._stack.length;\r\n }\r\n\r\n public pushBranch(branch: Branch): void {\r\n desync(this);\r\n this._stack.pushBranch(branch);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (branch.branch.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);\r\n }\r\n\r\n public pushState(state: BranchState): void {\r\n desync(this);\r\n this._stack.pushState(state);\r\n if (this.top.clipVolume)\r\n this.clipStack.push(this.top.clipVolume);\r\n\r\n if (state.realityModelDisplaySettings)\r\n this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);\r\n }\r\n\r\n public pop(): void {\r\n desync(this);\r\n if (this.top.clipVolume)\r\n this.clipStack.pop();\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushViewClip(): void {\r\n assert(!this._viewClipEnabled);\r\n this._viewClipEnabled = true;\r\n\r\n // Target.readPixels() pushes another BranchState before pushing view clip...\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public popViewClip(): void {\r\n assert(this._viewClipEnabled);\r\n this._viewClipEnabled = false;\r\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\r\n }\r\n\r\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\r\n this._stack.changeRenderPlan(vf, is3d, hline);\r\n }\r\n\r\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\r\n this.clipStack.setViewClip(clip, style);\r\n }\r\n\r\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\r\n this._stack.setSymbologyOverrides(ovr);\r\n }\r\n\r\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mv32);\r\n }\r\n\r\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._mvp32);\r\n }\r\n\r\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix4(this._m32);\r\n }\r\n\r\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\r\n if (this.update(uniform, geom, isViewCoords))\r\n uniform.setMatrix3(this._v32);\r\n }\r\n\r\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\r\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\r\n if (!sync(uniforms, this))\r\n desync(this);\r\n\r\n const instancedGeom = geometry.asInstanced;\r\n if (undefined !== instancedGeom || this._isInstanced) {\r\n this._isInstanced = undefined !== instancedGeom;\r\n desync(this);\r\n }\r\n\r\n const vio = geometry.viewIndependentOrigin;\r\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\r\n this._viewIndependentOrigin = vio;\r\n desync(this);\r\n }\r\n\r\n if (sync(this, uniform))\r\n return false;\r\n\r\n let mv;\r\n const modelMatrix = this._target.currentTransform;\r\n if (isViewCoords) {\r\n // Zero out Z for silly clipping tools...\r\n mv = modelMatrix.clone(this._scratchTransform);\r\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\r\n if (instancedGeom)\r\n mv = instancedGeom.getRtcModelTransform(mv);\r\n\r\n // Scale based on device-pixel ratio.\r\n const scale = this._target.devicePixelRatio;\r\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\r\n viewMatrix.multiplyTransformTransform(mv, mv);\r\n } else {\r\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\r\n\r\n if (undefined !== instancedGeom) {\r\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\r\n // Shader will compute final model-view matrix based on this and the per-instance transform.\r\n if (vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\r\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\r\n } else {\r\n mv = viewMatrix.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchTransform);\r\n }\r\n } else {\r\n if (undefined !== vio) {\r\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\r\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\r\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\r\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\r\n } else {\r\n mv = viewMatrix.multiplyTransformTransform(modelMatrix, this._scratchTransform);\r\n }\r\n }\r\n }\r\n\r\n if (this._target.wantThematicDisplay) {\r\n this._m32.initFromTransform(modelMatrix);\r\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\r\n } else if (undefined !== geometry.asSurface?.mesh.constantLodVParams) {\r\n this._m32.initFromTransform(modelMatrix);\r\n }\r\n\r\n Matrix4d.createTransform(mv, this._mv);\r\n this._mv32.initFromTransform(mv);\r\n\r\n // Don't bother computing mvp for instanced geometry - it's not used.\r\n if (!this._isInstanced) {\r\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\r\n this._mvp32.initFromMatrix4d(this._mvp);\r\n }\r\n\r\n return true;\r\n }\r\n}\r\n"]}
@@ -17,6 +17,10 @@ export declare class MeshData implements WebGLDisposable {
17
17
  readonly uniformFeatureId?: number;
18
18
  readonly texture?: Texture;
19
19
  readonly normalMap?: Texture;
20
+ readonly constantLodVParams?: Float32Array;
21
+ readonly constantLodFParams?: Float32Array;
22
+ readonly textureUsesConstantLod?: boolean;
23
+ readonly normalMapUsesConstantLod?: boolean;
20
24
  readonly materialInfo?: MaterialInfo;
21
25
  readonly type: SurfaceType;
22
26
  readonly fillFlags: FillFlags;
@@ -1 +1 @@
1
- {"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpC,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,qBAAqB,CAAC,EAAE,OAAO,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAU;IAElD,OAAO;WAuCO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;IAK7F,IAAW,UAAU,IAAI,OAAO,CAA8D;IAEvF,OAAO;IAMd,IAAW,OAAO,YAAiE;IACnF,IAAW,wBAAwB,YAA2D;IAG9F,OAAO,KAAK,YAAY,GAEvB;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAK/D"}
1
+ {"version":3,"file":"MeshData.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/MeshData.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAoB,SAAS,EAAc,MAAM,oBAAoB,CAAC;AAC7E,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,OAAO,EAAsB,YAAY,EAAE,MAAM,YAAY,CAAC;AAC9D,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC,gBAAgB;AAChB,qBAAa,QAAS,YAAW,eAAe;IAC9C,SAAgB,SAAS,EAAE,MAAM,CAAC;IAClC,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,SAAgB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClC,SAAgB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpC,SAAgB,kBAAkB,CAAC,EAAE,YAAY,CAAC;IAClD,SAAgB,kBAAkB,CAAC,EAAE,YAAY,CAAC;IAClD,SAAgB,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjD,SAAgB,wBAAwB,CAAC,EAAE,OAAO,CAAC;IACnD,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,IAAI,EAAE,WAAW,CAAC;IAClC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,YAAY,EAAE,MAAM,CAAC;IACrC,SAAgB,QAAQ,EAAE,OAAO,CAAC;IAClC,SAAgB,gBAAgB,EAAE,OAAO,CAAC;IAC1C,SAAgB,GAAG,EAAE,SAAS,CAAC;IAC/B,SAAgB,qBAAqB,CAAC,EAAE,OAAO,CAAC;IAChD,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAU;IAElD,OAAO;WAuDO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,OAAO,GAAG,SAAS,GAAG,QAAQ,GAAG,SAAS;IAK7F,IAAW,UAAU,IAAI,OAAO,CAA8D;IAEvF,OAAO;IAMd,IAAW,OAAO,YAAiE;IACnF,IAAW,wBAAwB,YAA2D;IAG9F,OAAO,KAAK,YAAY,GAEvB;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAK/D"}
@@ -21,19 +21,35 @@ class MeshData {
21
21
  this.hasFeatures = core_common_1.FeatureIndexType.Empty !== params.vertices.featureIndexType;
22
22
  if (core_common_1.FeatureIndexType.Uniform === params.vertices.featureIndexType)
23
23
  this.uniformFeatureId = params.vertices.uniformFeatureID;
24
+ this.textureUsesConstantLod = false;
25
+ this.normalMapUsesConstantLod = false;
24
26
  if (undefined !== params.surface.textureMapping) {
25
27
  this.texture = params.surface.textureMapping.texture;
26
28
  this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;
27
29
  if (undefined !== params.surface.material && !params.surface.material.isAtlas) {
28
30
  const matTM = params.surface.material.material.textureMapping;
29
- if (undefined !== matTM && undefined !== matTM.normalMapParams) {
30
- if (undefined !== matTM.normalMapParams.normalMap) {
31
- this.normalMap = matTM.normalMapParams.normalMap;
31
+ if (undefined !== matTM) {
32
+ this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;
33
+ if (undefined !== matTM.normalMapParams) {
34
+ this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;
35
+ if (undefined !== matTM.normalMapParams.normalMap) {
36
+ this.normalMap = matTM.normalMapParams.normalMap;
37
+ }
38
+ else {
39
+ // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.
40
+ this.normalMap = this.texture;
41
+ this.texture = undefined;
42
+ }
32
43
  }
33
- else {
34
- // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.
35
- this.normalMap = this.texture;
36
- this.texture = undefined;
44
+ if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {
45
+ this.constantLodVParams = new Float32Array(3);
46
+ this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset
47
+ this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset
48
+ this.constantLodVParams[3] = 0.0; // placeholder for orto view distance
49
+ this.constantLodFParams = new Float32Array(3);
50
+ this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size
51
+ this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size
52
+ this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)
37
53
  }
38
54
  }
39
55
  }
@@ -1 +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 { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\r\nimport { Texture } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class MeshData implements WebGLDisposable {\r\n public readonly edgeWidth: number;\r\n public readonly hasFeatures: boolean;\r\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\r\n public readonly texture?: Texture;\r\n public readonly normalMap?: Texture;\r\n public readonly materialInfo?: MaterialInfo;\r\n public readonly type: SurfaceType;\r\n public readonly fillFlags: FillFlags;\r\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly lut: VertexLUT;\r\n public readonly viewIndependentOrigin?: Point3d;\r\n private readonly _textureAlwaysDisplayed: boolean;\r\n\r\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\r\n this.lut = lut;\r\n this.viewIndependentOrigin = viOrigin;\r\n\r\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\r\n this.uniformFeatureId = params.vertices.uniformFeatureID;\r\n\r\n if (undefined !== params.surface.textureMapping) {\r\n this.texture = params.surface.textureMapping.texture as Texture;\r\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\r\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\r\n const matTM = params.surface.material.material.textureMapping;\r\n if (undefined !== matTM && undefined !== matTM.normalMapParams) {\r\n if (undefined !== matTM.normalMapParams.normalMap) {\r\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\r\n } else {\r\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\r\n this.normalMap = this.texture;\r\n this.texture = undefined;\r\n }\r\n }\r\n }\r\n } else {\r\n this.texture = undefined;\r\n this._textureAlwaysDisplayed = false;\r\n }\r\n\r\n this.materialInfo = createMaterialInfo(params.surface.material);\r\n\r\n this.type = params.surface.type;\r\n this.fillFlags = params.surface.fillFlags;\r\n this.isPlanar = params.isPlanar;\r\n this.hasBakedLighting = params.surface.hasBakedLighting;\r\n const edges = params.edges;\r\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\r\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\r\n }\r\n\r\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\r\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n if (this._ownsTexture)\r\n this.texture!.dispose();\r\n }\r\n\r\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\r\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\r\n\r\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\r\n private get _ownsTexture(): boolean {\r\n return undefined !== this.texture && !this.texture?.hasOwner;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n if (this._ownsTexture)\r\n stats.addTexture(this.texture!.bytesUsed);\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 { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, FillFlags, LinePixels } from \"@itwin/core-common\";\r\nimport { MeshParams } from \"../primitives/VertexTable\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { createMaterialInfo, MaterialInfo } from \"./Material\";\r\nimport { Texture } from \"./Texture\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class MeshData implements WebGLDisposable {\r\n public readonly edgeWidth: number;\r\n public readonly hasFeatures: boolean;\r\n public readonly uniformFeatureId?: number; // Used strictly by BatchPrimitiveCommand.computeIsFlashed for flashing volume classification primitives.\r\n public readonly texture?: Texture;\r\n public readonly normalMap?: Texture;\r\n public readonly constantLodVParams?: Float32Array; // size 3, contains texture offset x & y and fake ortho distance (which will be set during binding)\r\n public readonly constantLodFParams?: Float32Array; // size 3, texture min and max size in worl units\r\n public readonly textureUsesConstantLod?: boolean;\r\n public readonly normalMapUsesConstantLod?: boolean;\r\n public readonly materialInfo?: MaterialInfo;\r\n public readonly type: SurfaceType;\r\n public readonly fillFlags: FillFlags;\r\n public readonly edgeLineCode: number; // Must call LineCode.valueFromLinePixels(val: LinePixels) and set the output to edgeLineCode\r\n public readonly isPlanar: boolean;\r\n public readonly hasBakedLighting: boolean;\r\n public readonly lut: VertexLUT;\r\n public readonly viewIndependentOrigin?: Point3d;\r\n private readonly _textureAlwaysDisplayed: boolean;\r\n\r\n private constructor(lut: VertexLUT, params: MeshParams, viOrigin: Point3d | undefined) {\r\n this.lut = lut;\r\n this.viewIndependentOrigin = viOrigin;\r\n\r\n this.hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n if (FeatureIndexType.Uniform === params.vertices.featureIndexType)\r\n this.uniformFeatureId = params.vertices.uniformFeatureID;\r\n\r\n this.textureUsesConstantLod = false;\r\n this.normalMapUsesConstantLod = false;\r\n if (undefined !== params.surface.textureMapping) {\r\n this.texture = params.surface.textureMapping.texture as Texture;\r\n this._textureAlwaysDisplayed = params.surface.textureMapping.alwaysDisplayed;\r\n if (undefined !== params.surface.material && !params.surface.material.isAtlas) {\r\n const matTM = params.surface.material.material.textureMapping;\r\n if (undefined !== matTM) {\r\n this.textureUsesConstantLod = this.texture && matTM.params.useConstantLod;\r\n if (undefined !== matTM.normalMapParams) {\r\n this.normalMapUsesConstantLod = matTM.normalMapParams.useConstantLod;\r\n if (undefined !== matTM.normalMapParams.normalMap) {\r\n this.normalMap = matTM.normalMapParams.normalMap as Texture;\r\n } else {\r\n // If there are normal map params but the normal map is not present, use the texture as a normal map instead of a pattern map.\r\n this.normalMap = this.texture;\r\n this.texture = undefined;\r\n }\r\n }\r\n if (this.normalMapUsesConstantLod || this.textureUsesConstantLod) {\r\n this.constantLodVParams = new Float32Array(3);\r\n this.constantLodVParams[0] = matTM.params.constantLodParams.offset.x; // x offset\r\n this.constantLodVParams[1] = matTM.params.constantLodParams.offset.y; // y offset\r\n this.constantLodVParams[3] = 0.0; // placeholder for orto view distance\r\n this.constantLodFParams = new Float32Array(3);\r\n this.constantLodFParams[0] = matTM.params.constantLodParams.minDistClamp; // Minimum texture size\r\n this.constantLodFParams[1] = matTM.params.constantLodParams.maxDistClamp; // Maximum texture size\r\n this.constantLodFParams[2] = matTM.params.constantLodParams.repetitions; // # repetitions of pattern (to scale it)\r\n }\r\n }\r\n }\r\n } else {\r\n this.texture = undefined;\r\n this._textureAlwaysDisplayed = false;\r\n }\r\n\r\n this.materialInfo = createMaterialInfo(params.surface.material);\r\n\r\n this.type = params.surface.type;\r\n this.fillFlags = params.surface.fillFlags;\r\n this.isPlanar = params.isPlanar;\r\n this.hasBakedLighting = params.surface.hasBakedLighting;\r\n const edges = params.edges;\r\n this.edgeWidth = undefined !== edges ? edges.weight : 1;\r\n this.edgeLineCode = LineCode.valueFromLinePixels(undefined !== edges ? edges.linePixels : LinePixels.Solid);\r\n }\r\n\r\n public static create(params: MeshParams, viOrigin: Point3d | undefined): MeshData | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices, params.auxChannels);\r\n return undefined !== lut ? new MeshData(lut, params, viOrigin) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this.texture && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n if (this._ownsTexture)\r\n this.texture!.dispose();\r\n }\r\n\r\n public get isGlyph() { return undefined !== this.texture && this.texture.isGlyph; }\r\n public get isTextureAlwaysDisplayed() { return this.isGlyph || this._textureAlwaysDisplayed; }\r\n\r\n // Returns true if no one else owns this texture. Implies that the texture should be disposed when this object is disposed, and the texture's memory should be tracked as belonging to this object.\r\n private get _ownsTexture(): boolean {\r\n return undefined !== this.texture && !this.texture?.hasOwner;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n if (this._ownsTexture)\r\n stats.addTexture(this.texture!.bytesUsed);\r\n }\r\n}\r\n"]}
@@ -168,7 +168,9 @@ export declare const enum SurfaceBitIndex {
168
168
  OverrideRgb = 7,
169
169
  HasNormalMap = 8,
170
170
  HasMaterialAtlas = 9,
171
- Count = 10
171
+ UseConstantLodTextureMapping = 10,
172
+ UseConstantLodNormalMapMapping = 11,
173
+ Count = 12
172
174
  }
173
175
  /** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.
174
176
  * @internal
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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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n PointClouds,\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"point-clouds\" | // PointClouds\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"point-clouds\": return RenderPass.PointClouds;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n case \"point-clouds\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 2 guarantees a minimum of 16 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7,\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 6 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n\r\n // Normal map texture.\r\n NormalMap = WebGLRenderingContext.TEXTURE13,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n HasNormalMap,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** 8-bit flags indicating emphasis effects applied to a feature.\r\n * @internal\r\n */\r\nexport const enum EmphasisFlags {\r\n None = 0,\r\n Hilite = 1,\r\n Emphasized = 2,\r\n Flashed = 4,\r\n NonLocatable = 8,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n PointClouds,\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"point-clouds\" | // PointClouds\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"point-clouds\": return RenderPass.PointClouds;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n case \"point-clouds\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 2 guarantees a minimum of 16 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7,\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 6 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n\r\n // Normal map texture.\r\n NormalMap = WebGLRenderingContext.TEXTURE13,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n HasNormalMap,\r\n HasMaterialAtlas,\r\n UseConstantLodTextureMapping,\r\n UseConstantLodNormalMapMapping,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** 8-bit flags indicating emphasis effects applied to a feature.\r\n * @internal\r\n */\r\nexport const enum EmphasisFlags {\r\n None = 0,\r\n Hilite = 1,\r\n Emphasized = 2,\r\n Flashed = 4,\r\n NonLocatable = 8,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
@@ -1 +1 @@
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@@ -189,6 +189,8 @@ class SurfaceGeometry extends MeshGeometry_1.MeshGeometry {
189
189
  }
190
190
  flags[0 /* SurfaceBitIndex.HasTexture */] = this.useTexture(params) ? 1 : 0;
191
191
  flags[8 /* SurfaceBitIndex.HasNormalMap */] = this.useNormalMap(params) ? 1 : 0;
192
+ flags[10 /* SurfaceBitIndex.UseConstantLodTextureMapping */] = this.mesh.textureUsesConstantLod ? 1 : 0;
193
+ flags[11 /* SurfaceBitIndex.UseConstantLodNormalMapMapping */] = this.mesh.normalMapUsesConstantLod ? 1 : 0;
192
194
  // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.
193
195
  flags[4 /* SurfaceBitIndex.TransparencyThreshold */] = params.target.isDrawingShadowMap ? 1 : 0;
194
196
  flags[5 /* SurfaceBitIndex.BackgroundFill */] = 0;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAiDjD,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAqBrG;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CA8BzF;AAED,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAkD5F;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAoBzF"}
1
+ {"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAiDjD,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAqBrG;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CA6BzF;AAED,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAkD5F;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,sBAAsB,GAAG,aAAa,CAoBzF"}
@@ -92,7 +92,6 @@ function createVolClassCopyZProgram(context) {
92
92
  Texture_1.Texture2DHandle.bindSampler(uniform, geom.texture, RenderFlags_1.TextureUnit.Zero);
93
93
  });
94
94
  });
95
- frag.addExtension("GL_EXT_frag_depth");
96
95
  frag.set(18 /* FragmentShaderComponent.FinalizeDepth */, depthFromTexture);
97
96
  builder.vert.headerComment = "//!V! VolClassCopyZ";
98
97
  builder.frag.headerComment = "//!F! VolClassCopyZ";