@itwin/core-frontend 4.10.0-dev.18 → 4.10.0-dev.20

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (86) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/common/WorkerProxy.d.ts +8 -4
  3. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  4. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  5. package/lib/cjs/common/internal/render/OvrFlags.d.ts +4 -2
  6. package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -1
  7. package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -1
  8. package/lib/cjs/render/GraphicBranch.d.ts +4 -0
  9. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  10. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  11. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
  12. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
  13. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
  14. package/lib/cjs/render/RenderSystem.d.ts +1 -1
  15. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  16. package/lib/cjs/render/RenderSystem.js +2 -2
  17. package/lib/cjs/render/RenderSystem.js.map +1 -1
  18. package/lib/cjs/render/webgl/BranchState.d.ts +5 -0
  19. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  20. package/lib/cjs/render/webgl/BranchState.js +2 -0
  21. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  22. package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
  23. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  24. package/lib/cjs/render/webgl/BranchUniforms.js +13 -0
  25. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  26. package/lib/cjs/render/webgl/EdgeSettings.js +1 -1
  27. package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
  28. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
  29. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/FeatureOverrides.js +45 -26
  31. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  32. package/lib/cjs/render/webgl/Graphic.d.ts +1 -0
  33. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/Graphic.js +1 -0
  35. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  36. package/lib/cjs/render/webgl/RealityMesh.js +1 -1
  37. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  38. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +17 -11
  40. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  41. package/lib/cjs/tile/map/MapTile.js +1 -1
  42. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  43. package/lib/esm/common/WorkerProxy.d.ts +8 -4
  44. package/lib/esm/common/WorkerProxy.d.ts.map +1 -1
  45. package/lib/esm/common/WorkerProxy.js.map +1 -1
  46. package/lib/esm/common/internal/render/OvrFlags.d.ts +4 -2
  47. package/lib/esm/common/internal/render/OvrFlags.d.ts.map +1 -1
  48. package/lib/esm/common/internal/render/OvrFlags.js.map +1 -1
  49. package/lib/esm/render/GraphicBranch.d.ts +4 -0
  50. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  51. package/lib/esm/render/GraphicBranch.js.map +1 -1
  52. package/lib/esm/render/RealityMeshGraphicParams.d.ts +1 -0
  53. package/lib/esm/render/RealityMeshGraphicParams.d.ts.map +1 -1
  54. package/lib/esm/render/RealityMeshGraphicParams.js.map +1 -1
  55. package/lib/esm/render/RenderSystem.d.ts +1 -1
  56. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  57. package/lib/esm/render/RenderSystem.js +2 -2
  58. package/lib/esm/render/RenderSystem.js.map +1 -1
  59. package/lib/esm/render/webgl/BranchState.d.ts +5 -0
  60. package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
  61. package/lib/esm/render/webgl/BranchState.js +2 -0
  62. package/lib/esm/render/webgl/BranchState.js.map +1 -1
  63. package/lib/esm/render/webgl/BranchUniforms.d.ts +1 -0
  64. package/lib/esm/render/webgl/BranchUniforms.d.ts.map +1 -1
  65. package/lib/esm/render/webgl/BranchUniforms.js +13 -0
  66. package/lib/esm/render/webgl/BranchUniforms.js.map +1 -1
  67. package/lib/esm/render/webgl/EdgeSettings.js +1 -1
  68. package/lib/esm/render/webgl/EdgeSettings.js.map +1 -1
  69. package/lib/esm/render/webgl/FeatureOverrides.d.ts +1 -0
  70. package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
  71. package/lib/esm/render/webgl/FeatureOverrides.js +45 -26
  72. package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
  73. package/lib/esm/render/webgl/Graphic.d.ts +1 -0
  74. package/lib/esm/render/webgl/Graphic.d.ts.map +1 -1
  75. package/lib/esm/render/webgl/Graphic.js +1 -0
  76. package/lib/esm/render/webgl/Graphic.js.map +1 -1
  77. package/lib/esm/render/webgl/RealityMesh.js +1 -1
  78. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  79. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  80. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +17 -11
  81. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  82. package/lib/esm/tile/map/MapTile.js +1 -1
  83. package/lib/esm/tile/map/MapTile.js.map +1 -1
  84. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  85. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  86. package/package.json +18 -18
@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n transformFromIModel?: Transform;\n viewAttachmentId?: Id64String;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.transformFromIModel = branch.transformFromIModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.transformFromIModel = undefined;\n this._context.viewAttachmentId = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n public readonly transformFromExternalIModel?: Transform;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n this.transformFromExternalIModel = opts.transformFromIModel;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n transformFromIModel?: Transform;\n viewAttachmentId?: Id64String;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get transformFromBatchIModel() { return this._context.transformFromIModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.transformFromIModel = branch.transformFromIModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.transformFromIModel = undefined;\n this._context.viewAttachmentId = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n public disableClipStyle?: true;\n public readonly transformFromExternalIModel?: Transform;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n this.disableClipStyle = opts.disableClipStyle;\n this.transformFromExternalIModel = opts.transformFromIModel;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
@@ -321,7 +321,7 @@ export class RealityMeshGeometry extends IndexedGeometry {
321
321
  const primitive = Primitive.create(mesh);
322
322
  branch.add(system.createBatch(primitive, featureTable, mesh.getRange(), { tileId }));
323
323
  }
324
- return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());
324
+ return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), { disableClipStyle: params.disableClipStyle });
325
325
  }
326
326
  collectStatistics(stats) {
327
327
  this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { RenderGeometry } from \"../../internal/render/RenderGeometry\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n if (this.noDispose) {\n return;\n }\n\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { RenderGeometry } from \"../../internal/render/RenderGeometry\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n if (this.noDispose) {\n return;\n }\n\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), {disableClipStyle: params.disableClipStyle});\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAWhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAkBhE;AAmOD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAc7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAED,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,QAMzD;AAgBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AAkED,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAsBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
@@ -16,10 +16,10 @@ import { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from "./V
16
16
  /** @internal */
17
17
  export function addOvrFlagConstants(builder) {
18
18
  // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values
19
- builder.addBitFlagConstant("kOvrBit_Visibility", 0);
19
+ builder.addBitFlagConstant("kOvrBit_LineRgb", 0);
20
20
  builder.addBitFlagConstant("kOvrBit_Rgb", 1);
21
21
  builder.addBitFlagConstant("kOvrBit_Alpha", 2);
22
- builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 3);
22
+ builder.addBitFlagConstant("kOvrBit_LineAlpha", 3);
23
23
  builder.addBitFlagConstant("kOvrBit_Flashed", 4);
24
24
  builder.addBitFlagConstant("kOvrBit_NonLocatable", 5);
25
25
  builder.addBitFlagConstant("kOvrBit_LineCode", 6);
@@ -29,6 +29,8 @@ export function addOvrFlagConstants(builder) {
29
29
  builder.addBitFlagConstant("kOvrBit_Emphasized", 1);
30
30
  builder.addBitFlagConstant("kOvrBit_ViewIndependentTransparency", 2);
31
31
  builder.addBitFlagConstant("kOvrBit_InvisibleDuringPick", 3);
32
+ builder.addBitFlagConstant("kOvrBit_Visibility", 4);
33
+ builder.addBitFlagConstant("kOvrBit_IgnoreMaterial", 5);
32
34
  }
33
35
  const computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;
34
36
  const computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;
@@ -74,9 +76,9 @@ vec4 getFirstFeatureRgba() {
74
76
  }
75
77
  `;
76
78
  const getSecondFeatureRgba = `
77
- vec4 getSecondFeatureRgba() {
79
+ vec4 getSecondFeatureRgba(bool isLinear) {
78
80
  vec2 coord = feature_texCoord;
79
- coord.x += g_feature_stepX;
81
+ coord.x += g_feature_stepX * (isLinear ? 2.0 : 1.0);
80
82
  return TEXTURE(u_featureLUT, coord);
81
83
  }
82
84
  `;
@@ -194,7 +196,7 @@ function addCommon(builder, mode, opts, wantGlobalOvrFlags = true) {
194
196
  });
195
197
  });
196
198
  }
197
- addLookupTable(vert, "feature", "2.0");
199
+ addLookupTable(vert, "feature", "3.0");
198
200
  vert.addGlobal("feature_texCoord", 3 /* VariableType.Vec2 */);
199
201
  vert.addFunction(computeFeatureTextureCoords);
200
202
  vert.addFunction(getFirstFeatureRgba);
@@ -389,6 +391,7 @@ const checkForEarlySurfaceDiscardWithFeatureID = `
389
391
  export function addRenderOrderConstants(builder) {
390
392
  builder.addConstant("kRenderOrder_BlankingRegion", 2 /* VariableType.Float */, 2 /* RenderOrder.BlankingRegion */.toFixed(1));
391
393
  builder.addConstant("kRenderOrder_Linear", 2 /* VariableType.Float */, 5 /* RenderOrder.Linear */.toFixed(1));
394
+ builder.addConstant("kRenderOrder_PlanarLinear", 2 /* VariableType.Float */, 13 /* RenderOrder.PlanarLinear */.toFixed(1));
392
395
  builder.addConstant("kRenderOrder_Edge", 2 /* VariableType.Float */, 6 /* RenderOrder.Edge */.toFixed(1));
393
396
  builder.addConstant("kRenderOrder_PlanarEdge", 2 /* VariableType.Float */, 14 /* RenderOrder.PlanarEdge */.toFixed(1));
394
397
  builder.addConstant("kRenderOrder_Silhouette", 2 /* VariableType.Float */, 7 /* RenderOrder.Silhouette */.toFixed(1));
@@ -524,20 +527,21 @@ const computeFeatureOverrides = `
524
527
  v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);
525
528
 
526
529
  float flags = value.x * 256.0;
527
- if (0.0 == flags)
530
+ if (0.0 == flags && 0.0 == emphFlags)
528
531
  return; // nothing overridden for this feature
529
532
 
530
533
  bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);
531
534
  v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));
532
- bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);
535
+ bool invisible = nthFeatureBitSet(emphFlags, kOvrBit_Visibility);
533
536
  feature_invisible = invisible || nonLocatable;
534
537
  if (feature_invisible)
535
538
  return;
536
539
 
537
- bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);
538
- bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);
540
+ bool isLinear = u_renderOrder == kRenderOrder_Linear || u_renderOrder == kRenderOrder_PlanarLinear || u_renderOrder == kRenderOrder_PlanarEdge;
541
+ bool rgbOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineRgb) : nthFeatureBitSet(flags, kOvrBit_Rgb);
542
+ bool alphaOverridden = isLinear ? nthFeatureBitSet(flags, kOvrBit_LineAlpha) : nthFeatureBitSet(flags, kOvrBit_Alpha);
539
543
  if (alphaOverridden || rgbOverridden) {
540
- vec4 rgba = getSecondFeatureRgba();
544
+ vec4 rgba = getSecondFeatureRgba(isLinear);
541
545
  if (rgbOverridden)
542
546
  feature_rgb = rgba.rgb;
543
547
 
@@ -552,7 +556,7 @@ const computeFeatureOverrides = `
552
556
  nthFeatureBitSet(flags, kOvrBit_LineCode),
553
557
  value.z * 256.0);
554
558
 
555
- feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);
559
+ feature_ignore_material = nthFeatureBitSet(emphFlags, kOvrBit_IgnoreMaterial);
556
560
  use_material = use_material && !feature_ignore_material;
557
561
 
558
562
  v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);
@@ -640,6 +644,8 @@ export function addFeatureSymbology(builder, feat, opts) {
640
644
  vert.addGlobal("feature_viewIndependentTransparency", 0 /* VariableType.Boolean */, "false");
641
645
  addEmphasisFlags(vert);
642
646
  vert.addGlobal("use_material", 0 /* VariableType.Boolean */, "true");
647
+ addRenderOrder(vert);
648
+ addRenderOrderConstants(vert);
643
649
  vert.set(3 /* VertexShaderComponent.ComputeFeatureOverrides */, computeFeatureOverrides);
644
650
  vert.set(7 /* VertexShaderComponent.ApplyFeatureColor */, applyFeatureColor);
645
651
  addApplyFlash(builder.frag);