@itwin/core-frontend 4.10.0-dev.3 → 4.10.0-dev.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +5 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.d.ts +7 -1
- package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
- package/lib/cjs/ElementLocateManager.js +34 -10
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/NoRenderApp.d.ts +1 -0
- package/lib/cjs/NoRenderApp.d.ts.map +1 -1
- package/lib/cjs/NoRenderApp.js +1 -0
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +25 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +20 -12
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/common/imdl/ImdlModel.d.ts +3 -8
- package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -1
- package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
- package/lib/cjs/common/internal/Symbols.d.ts +7 -0
- package/lib/cjs/common/internal/Symbols.d.ts.map +1 -1
- package/lib/cjs/common/internal/Symbols.js +8 -1
- package/lib/cjs/common/internal/Symbols.js.map +1 -1
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts +15 -0
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -0
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +95 -0
- package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -0
- package/lib/cjs/common/internal/render/LineCode.d.ts +9 -0
- package/lib/cjs/common/internal/render/LineCode.d.ts.map +1 -0
- package/lib/cjs/common/internal/render/LineCode.js +31 -0
- package/lib/cjs/common/internal/render/LineCode.js.map +1 -0
- package/lib/cjs/common/internal/render/OvrFlags.d.ts +25 -0
- package/lib/cjs/common/internal/render/OvrFlags.d.ts.map +1 -0
- package/lib/cjs/common/internal/render/OvrFlags.js +10 -0
- package/lib/cjs/common/internal/render/OvrFlags.js.map +1 -0
- package/lib/cjs/common/render/InstancedGraphicParams.d.ts +25 -1
- package/lib/cjs/common/render/InstancedGraphicParams.d.ts.map +1 -1
- package/lib/cjs/common/render/InstancedGraphicParams.js +59 -0
- package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/common/render/RenderInstancesParams.d.ts +76 -0
- package/lib/cjs/common/render/RenderInstancesParams.d.ts.map +1 -0
- package/lib/cjs/common/render/RenderInstancesParams.js +33 -0
- package/lib/cjs/common/render/RenderInstancesParams.js.map +1 -0
- package/lib/cjs/common.d.ts +1 -0
- package/lib/cjs/common.d.ts.map +1 -1
- package/lib/cjs/common.js +1 -0
- package/lib/cjs/common.js.map +1 -1
- package/lib/cjs/core-frontend.d.ts +1 -0
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +1 -0
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/internal/render/PrimitiveBuilder.d.ts +4 -1
- package/lib/cjs/internal/render/PrimitiveBuilder.d.ts.map +1 -1
- package/lib/cjs/internal/render/PrimitiveBuilder.js +82 -35
- package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -1
- package/lib/cjs/internal/render/RenderGeometry.d.ts +20 -0
- package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -0
- package/lib/cjs/internal/render/RenderGeometry.js +10 -0
- package/lib/cjs/internal/render/RenderGeometry.js.map +1 -0
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts +24 -0
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.d.ts.map +1 -0
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +69 -0
- package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -0
- package/lib/cjs/render/GraphicBuilder.d.ts +17 -3
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +7 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicTemplate.d.ts +76 -0
- package/lib/cjs/render/GraphicTemplate.d.ts.map +1 -0
- package/lib/cjs/render/GraphicTemplate.js +41 -0
- package/lib/cjs/render/GraphicTemplate.js.map +1 -0
- package/lib/cjs/render/MockRender.d.ts +12 -2
- package/lib/cjs/render/MockRender.d.ts.map +1 -1
- package/lib/cjs/render/MockRender.js +19 -5
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +58 -10
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +42 -4
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -1
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.d.ts +2 -1
- package/lib/cjs/render/webgl/EdgeSettings.d.ts.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -0
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +37 -20
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +40 -10
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +99 -31
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.d.ts.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js +2 -14
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +9 -4
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +18 -16
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts +5 -1
- package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js +7 -2
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.d.ts +5 -1
- package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/PointString.js +8 -3
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.d.ts +5 -1
- package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js +7 -2
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.d.ts +1 -3
- package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js +1 -6
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +5 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +6 -0
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +0 -18
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +11 -5
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +81 -13
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +6 -2
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +23 -1
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.d.ts +2 -1
- package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +6 -0
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +27 -7
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +84 -68
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/ImdlGraphicsCreator.d.ts +4 -1
- package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlGraphicsCreator.js +32 -22
- package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
- package/lib/esm/DisplayStyleState.d.ts.map +1 -1
- package/lib/esm/DisplayStyleState.js +5 -1
- package/lib/esm/DisplayStyleState.js.map +1 -1
- package/lib/esm/ElementLocateManager.d.ts +7 -1
- package/lib/esm/ElementLocateManager.d.ts.map +1 -1
- package/lib/esm/ElementLocateManager.js +34 -10
- package/lib/esm/ElementLocateManager.js.map +1 -1
- package/lib/esm/NoRenderApp.d.ts +1 -0
- package/lib/esm/NoRenderApp.d.ts.map +1 -1
- package/lib/esm/NoRenderApp.js +1 -0
- package/lib/esm/NoRenderApp.js.map +1 -1
- package/lib/esm/Viewport.d.ts +25 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +20 -12
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/common/imdl/ImdlModel.d.ts +3 -8
- package/lib/esm/common/imdl/ImdlModel.d.ts.map +1 -1
- package/lib/esm/common/imdl/ImdlModel.js.map +1 -1
- package/lib/esm/common/internal/Symbols.d.ts +7 -0
- package/lib/esm/common/internal/Symbols.d.ts.map +1 -1
- package/lib/esm/common/internal/Symbols.js +7 -0
- package/lib/esm/common/internal/Symbols.js.map +1 -1
- package/lib/esm/common/internal/render/InstancedGraphicPropsBuilder.d.ts +15 -0
- package/lib/esm/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -0
- package/lib/esm/common/internal/render/InstancedGraphicPropsBuilder.js +91 -0
- package/lib/esm/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -0
- package/lib/esm/common/internal/render/LineCode.d.ts +9 -0
- package/lib/esm/common/internal/render/LineCode.d.ts.map +1 -0
- package/lib/esm/common/internal/render/LineCode.js +27 -0
- package/lib/esm/common/internal/render/LineCode.js.map +1 -0
- package/lib/esm/common/internal/render/OvrFlags.d.ts +25 -0
- package/lib/esm/common/internal/render/OvrFlags.d.ts.map +1 -0
- package/lib/esm/common/internal/render/OvrFlags.js +9 -0
- package/lib/esm/common/internal/render/OvrFlags.js.map +1 -0
- package/lib/esm/common/render/InstancedGraphicParams.d.ts +25 -1
- package/lib/esm/common/render/InstancedGraphicParams.d.ts.map +1 -1
- package/lib/esm/common/render/InstancedGraphicParams.js +58 -1
- package/lib/esm/common/render/InstancedGraphicParams.js.map +1 -1
- package/lib/esm/common/render/RenderInstancesParams.d.ts +76 -0
- package/lib/esm/common/render/RenderInstancesParams.d.ts.map +1 -0
- package/lib/esm/common/render/RenderInstancesParams.js +30 -0
- package/lib/esm/common/render/RenderInstancesParams.js.map +1 -0
- package/lib/esm/common.d.ts +1 -0
- package/lib/esm/common.d.ts.map +1 -1
- package/lib/esm/common.js +1 -0
- package/lib/esm/common.js.map +1 -1
- package/lib/esm/core-frontend.d.ts +1 -0
- package/lib/esm/core-frontend.d.ts.map +1 -1
- package/lib/esm/core-frontend.js +1 -0
- package/lib/esm/core-frontend.js.map +1 -1
- package/lib/esm/internal/render/PrimitiveBuilder.d.ts +4 -1
- package/lib/esm/internal/render/PrimitiveBuilder.d.ts.map +1 -1
- package/lib/esm/internal/render/PrimitiveBuilder.js +82 -35
- package/lib/esm/internal/render/PrimitiveBuilder.js.map +1 -1
- package/lib/esm/internal/render/RenderGeometry.d.ts +20 -0
- package/lib/esm/internal/render/RenderGeometry.d.ts.map +1 -0
- package/lib/esm/internal/render/RenderGeometry.js +9 -0
- package/lib/esm/internal/render/RenderGeometry.js.map +1 -0
- package/lib/esm/internal/render/RenderInstancesParamsImpl.d.ts +24 -0
- package/lib/esm/internal/render/RenderInstancesParamsImpl.d.ts.map +1 -0
- package/lib/esm/internal/render/RenderInstancesParamsImpl.js +64 -0
- package/lib/esm/internal/render/RenderInstancesParamsImpl.js.map +1 -0
- package/lib/esm/render/GraphicBuilder.d.ts +17 -3
- package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/esm/render/GraphicBuilder.js +7 -1
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/GraphicTemplate.d.ts +76 -0
- package/lib/esm/render/GraphicTemplate.d.ts.map +1 -0
- package/lib/esm/render/GraphicTemplate.js +37 -0
- package/lib/esm/render/GraphicTemplate.js.map +1 -0
- package/lib/esm/render/MockRender.d.ts +12 -2
- package/lib/esm/render/MockRender.d.ts.map +1 -1
- package/lib/esm/render/MockRender.js +19 -5
- package/lib/esm/render/MockRender.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +58 -10
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js +44 -6
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/RenderTarget.d.ts +1 -1
- package/lib/esm/render/RenderTarget.d.ts.map +1 -1
- package/lib/esm/render/RenderTarget.js.map +1 -1
- package/lib/esm/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/esm/render/webgl/EdgeSettings.d.ts +2 -1
- package/lib/esm/render/webgl/EdgeSettings.d.ts.map +1 -1
- package/lib/esm/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +1 -0
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +37 -20
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.d.ts +40 -10
- package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.js +97 -30
- package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/LineCode.d.ts.map +1 -1
- package/lib/esm/render/webgl/LineCode.js +2 -14
- package/lib/esm/render/webgl/LineCode.js.map +1 -1
- package/lib/esm/render/webgl/Mesh.d.ts +9 -4
- package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/Mesh.js +19 -17
- package/lib/esm/render/webgl/Mesh.js.map +1 -1
- package/lib/esm/render/webgl/PointCloud.d.ts +5 -1
- package/lib/esm/render/webgl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointCloud.js +7 -2
- package/lib/esm/render/webgl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/PointString.d.ts +5 -1
- package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
- package/lib/esm/render/webgl/PointString.js +8 -3
- package/lib/esm/render/webgl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/Polyline.d.ts +5 -1
- package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/Polyline.js +7 -2
- package/lib/esm/render/webgl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/Primitive.d.ts +1 -3
- package/lib/esm/render/webgl/Primitive.d.ts.map +1 -1
- package/lib/esm/render/webgl/Primitive.js +2 -7
- package/lib/esm/render/webgl/Primitive.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts +5 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +6 -0
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.d.ts +0 -18
- package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +11 -5
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +82 -14
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +6 -2
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +23 -1
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/Texture.d.ts +2 -1
- package/lib/esm/render/webgl/Texture.d.ts.map +1 -1
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +6 -0
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +27 -7
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +82 -67
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/ImdlGraphicsCreator.d.ts +4 -1
- package/lib/esm/tile/ImdlGraphicsCreator.d.ts.map +1 -1
- package/lib/esm/tile/ImdlGraphicsCreator.js +31 -22
- package/lib/esm/tile/ImdlGraphicsCreator.js.map +1 -1
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +18 -18
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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 Rendering\r\n */\r\n\r\nimport { Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Frustum, ImageBuffer } from \"@itwin/core-common\";\r\nimport { Point2d, XAndY } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { HiliteSet } from \"../SelectionSet\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ReadImageBufferArgs, Viewport } from \"../Viewport\";\r\nimport { ViewRect } from \"../common/ViewRect\";\r\nimport { CanvasDecoration } from \"./CanvasDecoration\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { FrameStatsCollector } from \"./FrameStats\";\r\nimport { AnimationBranchStates } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { GraphicList } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderSystem, RenderTextureDrape } from \"./RenderSystem\";\r\nimport { Scene } from \"./Scene\";\r\nimport { QueryTileFeaturesOptions, QueryVisibleFeaturesCallback } from \"./VisibleFeature\";\r\nimport { ActiveSpatialClassifier } from \"../SpatialClassifiersState\";\r\nimport { _implementationProhibited } from \"../common/internal/Symbols\";\r\n\r\n/** Used for debugging purposes, to toggle display of instanced or batched primitives.\r\n * @see [[RenderTargetDebugControl]].\r\n * @internal\r\n */\r\nexport enum PrimitiveVisibility {\r\n /** Draw all primitives. */\r\n All,\r\n /** Only draw instanced primitives. */\r\n Instanced,\r\n /** Only draw un-instanced primitives. */\r\n Uninstanced,\r\n}\r\n\r\n/** An interface optionally exposed by a RenderTarget that allows control of various debugging features.\r\n * @internal\r\n */\r\nexport interface RenderTargetDebugControl {\r\n /** If true, render to the screen as if rendering off-screen for readPixels(). */\r\n drawForReadPixels: boolean;\r\n primitiveVisibility: PrimitiveVisibility;\r\n vcSupportIntersectingVolumes: boolean;\r\n readonly shadowFrustum: Frustum | undefined;\r\n displayDrapeFrustum: boolean;\r\n displayMaskFrustum: boolean;\r\n /** Override device pixel ratio for on-screen targets only. This supersedes window.devicePixelRatio.\r\n * Undefined clears the override. Chiefly useful for tests.\r\n */\r\n devicePixelRatioOverride?: number;\r\n displayRealityTilePreload: boolean;\r\n displayRealityTileRanges: boolean;\r\n logRealityTiles: boolean;\r\n displayNormalMaps: boolean;\r\n freezeRealityTiles: boolean;\r\n /** Obtain a summary of the render commands required to draw the scene currently displayed.\r\n * Each entry specifies the type of command and the number of such commands required by the current scene.\r\n */\r\n getRenderCommands(): Array<{ name: string, count: number }>;\r\n}\r\n\r\n/** Connects a [[Viewport]] to a graphics renderer such as a [WebGLRenderingContext](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext)\r\n * to enable the viewport's contents to be rendered to the screen or to an off-screen buffer.\r\n * Application code never interacts directly with a `RenderTarget` - it interacts with the `Viewport`'s API which forwards requests to the `RenderTarget`.\r\n * @public\r\n */\r\nexport abstract class RenderTarget implements IDisposable, RenderMemory.Consumer {\r\n /** @internal */\r\n protected abstract readonly [_implementationProhibited]: unknown;\r\n\r\n /** @internal */\r\n public pickOverlayDecoration(_pt: XAndY): CanvasDecoration | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public abstract get renderSystem(): RenderSystem;\r\n\r\n /** NB: *Device pixels*, not CSS pixels! */\r\n /** @internal */\r\n public abstract get viewRect(): ViewRect;\r\n\r\n /** @internal */\r\n public get devicePixelRatio(): number { return 1; }\r\n /** @internal */\r\n public cssPixelsToDevicePixels(cssPixels: number, floor = true): number {\r\n const pix = cssPixels * this.devicePixelRatio;\r\n return floor ? Math.floor(pix) : pix;\r\n }\r\n\r\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\r\n * Used when computing LOD for graphics.\r\n */\r\n /** @internal */\r\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\r\n return this.renderSystem.dpiAwareLOD ? this.cssPixelsToDevicePixels(cssPixelSize, false) : cssPixelSize;\r\n }\r\n\r\n /** @internal */\r\n public abstract get wantInvertBlackBackground(): boolean;\r\n\r\n /** @internal */\r\n public abstract get analysisFraction(): number;\r\n public abstract set analysisFraction(fraction: number);\r\n\r\n /** @internal */\r\n public get animationBranches(): AnimationBranchStates | undefined { return undefined; }\r\n public set animationBranches(_transforms: AnimationBranchStates | undefined) { }\r\n\r\n /** @internal */\r\n public get antialiasSamples(): number { return 1; }\r\n public set antialiasSamples(_numSamples: number) { }\r\n\r\n /** @internal */\r\n public assignFrameStatsCollector(_collector: FrameStatsCollector) { }\r\n\r\n /** Update the solar shadow map. If a SceneContext is supplied, shadows are enabled; otherwise, shadows are disabled. */\r\n /** @internal */\r\n public updateSolarShadows(_context: SceneContext | undefined): void { }\r\n /** @internal */\r\n public getPlanarClassifier(_id: string): RenderPlanarClassifier | undefined { return undefined; }\r\n /** @internal */\r\n public createPlanarClassifier(_properties?: ActiveSpatialClassifier): RenderPlanarClassifier | undefined { return undefined; }\r\n /** @internal */\r\n public getTextureDrape(_id: Id64String): RenderTextureDrape | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public createGraphicBuilder(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n return this.renderSystem.createGraphic(options);\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void { }\r\n /** @internal */\r\n public reset(): void { }\r\n /** @internal */\r\n public abstract changeScene(scene: Scene): void;\r\n /** @internal */\r\n public abstract changeDynamics(dynamics?: GraphicList): void;\r\n /** @internal */\r\n public abstract changeDecorations(decorations: Decorations): void;\r\n /** @internal */\r\n public abstract changeRenderPlan(plan: RenderPlan): void;\r\n /** @internal */\r\n public abstract drawFrame(sceneMilSecElapsed?: number): void;\r\n /** @internal */\r\n public overrideFeatureSymbology(_ovr: FeatureSymbology.Overrides): void { }\r\n /** @internal */\r\n public setHiliteSet(_hilited: HiliteSet): void { }\r\n /** @internal */\r\n public setFlashed(_elementId: Id64String, _intensity: number): void { }\r\n /** @internal */\r\n public onBeforeRender(_viewport: Viewport, _setSceneNeedRedraw: (redraw: boolean) => void): void { }\r\n /** @internal */\r\n public abstract setViewRect(_rect: ViewRect, _temporary: boolean): void;\r\n /** @internal */\r\n public onResized(): void { }\r\n /** @internal */\r\n public abstract updateViewRect(): boolean; // force a RenderTarget viewRect to resize if necessary since last draw\r\n /** `rect` is specified in *CSS* pixels. */\r\n /** @internal */\r\n public abstract readPixels(rect: ViewRect, selector: Pixel.Selector, receiver: Pixel.Receiver, excludeNonLocatable: boolean): void;\r\n /** @deprecated in 3.x. use readImageBuffer\r\n * @internal\r\n */\r\n public readImage(_rect: ViewRect, _targetSize: Point2d, _flipVertically: boolean): ImageBuffer | undefined { return undefined; }\r\n /** @internal */\r\n public readImageBuffer(_args?: ReadImageBufferArgs): ImageBuffer | undefined { return undefined; }\r\n /** @internal */\r\n public readImageToCanvas(): HTMLCanvasElement { return document.createElement(\"canvas\"); }\r\n /** @internal */\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Specify whether webgl content should be rendered directly to the screen.\r\n * If rendering to screen becomes enabled, returns the canvas to which to render the webgl content.\r\n * Returns undefined if rendering to screen becomes disabled, or is not supported by this RenderTarget.\r\n */\r\n /** @internal */\r\n public setRenderToScreen(_toScreen: boolean): HTMLCanvasElement | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public get debugControl(): RenderTargetDebugControl | undefined { return undefined; }\r\n\r\n /** An ordered list of names of screen-space post-processing effects to be applied to the image produced by this target.\r\n * The effects are applied in the order in which they appear in the list. Any names not corresponding to a registered effect are ignored.\r\n * This may have no effect if this target does not support screen-space effects.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register new effects.\r\n */\r\n /** @internal */\r\n public abstract get screenSpaceEffects(): Iterable<string>;\r\n public abstract set screenSpaceEffects(_effectNames: Iterable<string>);\r\n\r\n /** Implementation for [[Viewport.queryVisibleFeatures]]. Not intended for direct usage. The returned iterable remains valid only for the duration of the\r\n * Viewport.queryVisibleFeatures call.\r\n */\r\n /** @internal */\r\n public queryVisibleTileFeatures(_options: QueryTileFeaturesOptions, _iModel: IModelConnection, callback: QueryVisibleFeaturesCallback): void {\r\n callback([]);\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 Rendering\r\n */\r\n\r\nimport { Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Frustum, ImageBuffer } from \"@itwin/core-common\";\r\nimport { Point2d, XAndY } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { HiliteSet } from \"../SelectionSet\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ReadImageBufferArgs, Viewport } from \"../Viewport\";\r\nimport { ViewRect } from \"../common/ViewRect\";\r\nimport { CanvasDecoration } from \"./CanvasDecoration\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { FrameStatsCollector } from \"./FrameStats\";\r\nimport { AnimationBranchStates } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { GraphicList } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderSystem, RenderTextureDrape } from \"./RenderSystem\";\r\nimport { Scene } from \"./Scene\";\r\nimport { QueryTileFeaturesOptions, QueryVisibleFeaturesCallback } from \"./VisibleFeature\";\r\nimport { ActiveSpatialClassifier } from \"../SpatialClassifiersState\";\r\nimport { _implementationProhibited } from \"../common/internal/Symbols\";\r\n\r\n/** Used for debugging purposes, to toggle display of instanced or batched primitives.\r\n * @see [[RenderTargetDebugControl]].\r\n * @internal\r\n */\r\nexport enum PrimitiveVisibility {\r\n /** Draw all primitives. */\r\n All,\r\n /** Only draw instanced primitives. */\r\n Instanced,\r\n /** Only draw un-instanced primitives. */\r\n Uninstanced,\r\n}\r\n\r\n/** An interface optionally exposed by a RenderTarget that allows control of various debugging features.\r\n * @internal\r\n */\r\nexport interface RenderTargetDebugControl {\r\n /** If true, render to the screen as if rendering off-screen for readPixels(). */\r\n drawForReadPixels: boolean;\r\n primitiveVisibility: PrimitiveVisibility;\r\n vcSupportIntersectingVolumes: boolean;\r\n readonly shadowFrustum: Frustum | undefined;\r\n displayDrapeFrustum: boolean;\r\n displayMaskFrustum: boolean;\r\n /** Override device pixel ratio for on-screen targets only. This supersedes window.devicePixelRatio.\r\n * Undefined clears the override. Chiefly useful for tests.\r\n */\r\n devicePixelRatioOverride?: number;\r\n displayRealityTilePreload: boolean;\r\n displayRealityTileRanges: boolean;\r\n logRealityTiles: boolean;\r\n displayNormalMaps: boolean;\r\n freezeRealityTiles: boolean;\r\n /** Obtain a summary of the render commands required to draw the scene currently displayed.\r\n * Each entry specifies the type of command and the number of such commands required by the current scene.\r\n */\r\n getRenderCommands(): Array<{ name: string, count: number }>;\r\n}\r\n\r\n/** Connects a [[Viewport]] to a graphics renderer such as a [WebGLRenderingContext](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext)\r\n * to enable the viewport's contents to be rendered to the screen or to an off-screen buffer.\r\n * Application code never interacts directly with a `RenderTarget` - it interacts with the `Viewport`'s API which forwards requests to the `RenderTarget`.\r\n * @public\r\n */\r\nexport abstract class RenderTarget implements IDisposable, RenderMemory.Consumer {\r\n /** @internal */\r\n protected abstract readonly [_implementationProhibited]: unknown;\r\n\r\n /** @internal */\r\n public pickOverlayDecoration(_pt: XAndY): CanvasDecoration | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public abstract get renderSystem(): RenderSystem;\r\n\r\n /** NB: *Device pixels*, not CSS pixels! */\r\n /** @internal */\r\n public abstract get viewRect(): ViewRect;\r\n\r\n /** @internal */\r\n public get devicePixelRatio(): number { return 1; }\r\n /** @internal */\r\n public cssPixelsToDevicePixels(cssPixels: number, floor = true): number {\r\n const pix = cssPixels * this.devicePixelRatio;\r\n return floor ? Math.floor(pix) : pix;\r\n }\r\n\r\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\r\n * Used when computing LOD for graphics.\r\n */\r\n /** @internal */\r\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\r\n return this.renderSystem.dpiAwareLOD ? this.cssPixelsToDevicePixels(cssPixelSize, false) : cssPixelSize;\r\n }\r\n\r\n /** @internal */\r\n public abstract get wantInvertBlackBackground(): boolean;\r\n\r\n /** @internal */\r\n public abstract get analysisFraction(): number;\r\n public abstract set analysisFraction(fraction: number);\r\n\r\n /** @internal */\r\n public get animationBranches(): AnimationBranchStates | undefined { return undefined; }\r\n public set animationBranches(_transforms: AnimationBranchStates | undefined) { }\r\n\r\n /** @internal */\r\n public get antialiasSamples(): number { return 1; }\r\n public set antialiasSamples(_numSamples: number) { }\r\n\r\n /** @internal */\r\n public assignFrameStatsCollector(_collector: FrameStatsCollector) { }\r\n\r\n /** Update the solar shadow map. If a SceneContext is supplied, shadows are enabled; otherwise, shadows are disabled. */\r\n /** @internal */\r\n public updateSolarShadows(_context: SceneContext | undefined): void { }\r\n /** @internal */\r\n public getPlanarClassifier(_id: string): RenderPlanarClassifier | undefined { return undefined; }\r\n /** @internal */\r\n public createPlanarClassifier(_properties?: ActiveSpatialClassifier): RenderPlanarClassifier | undefined { return undefined; }\r\n /** @internal */\r\n public getTextureDrape(_id: Id64String): RenderTextureDrape | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public createGraphicBuilder(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n return this.renderSystem.createGraphic(options);\r\n }\r\n\r\n /** @internal */\r\n public dispose(): void { }\r\n /** @internal */\r\n public reset(): void { }\r\n /** @internal */\r\n public abstract changeScene(scene: Scene): void;\r\n /** @internal */\r\n public abstract changeDynamics(dynamics?: GraphicList): void;\r\n /** @internal */\r\n public abstract changeDecorations(decorations: Decorations): void;\r\n /** @internal */\r\n public abstract changeRenderPlan(plan: RenderPlan): void;\r\n /** @internal */\r\n public abstract drawFrame(sceneMilSecElapsed?: number): void;\r\n /** @internal */\r\n public overrideFeatureSymbology(_ovr: FeatureSymbology.Overrides): void { }\r\n /** @internal */\r\n public setHiliteSet(_hilited: HiliteSet): void { }\r\n /** @internal */\r\n public setFlashed(_elementId: Id64String, _intensity: number): void { }\r\n /** @internal */\r\n public onBeforeRender(_viewport: Viewport, _setSceneNeedRedraw: (redraw: boolean) => void): void { }\r\n /** @internal */\r\n public abstract setViewRect(_rect: ViewRect, _temporary: boolean): void;\r\n /** @internal */\r\n public onResized(): void { }\r\n /** @internal */\r\n public abstract updateViewRect(): boolean; // force a RenderTarget viewRect to resize if necessary since last draw\r\n /** `rect` is specified in *CSS* pixels. */\r\n /** @internal */\r\n public abstract readPixels(rect: ViewRect, selector: Pixel.Selector, receiver: Pixel.Receiver, excludeNonLocatable: boolean, excludedElements?: Iterable<Id64String>): void;\r\n /** @deprecated in 3.x. use readImageBuffer\r\n * @internal\r\n */\r\n public readImage(_rect: ViewRect, _targetSize: Point2d, _flipVertically: boolean): ImageBuffer | undefined { return undefined; }\r\n /** @internal */\r\n public readImageBuffer(_args?: ReadImageBufferArgs): ImageBuffer | undefined { return undefined; }\r\n /** @internal */\r\n public readImageToCanvas(): HTMLCanvasElement { return document.createElement(\"canvas\"); }\r\n /** @internal */\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Specify whether webgl content should be rendered directly to the screen.\r\n * If rendering to screen becomes enabled, returns the canvas to which to render the webgl content.\r\n * Returns undefined if rendering to screen becomes disabled, or is not supported by this RenderTarget.\r\n */\r\n /** @internal */\r\n public setRenderToScreen(_toScreen: boolean): HTMLCanvasElement | undefined { return undefined; }\r\n\r\n /** @internal */\r\n public get debugControl(): RenderTargetDebugControl | undefined { return undefined; }\r\n\r\n /** An ordered list of names of screen-space post-processing effects to be applied to the image produced by this target.\r\n * The effects are applied in the order in which they appear in the list. Any names not corresponding to a registered effect are ignored.\r\n * This may have no effect if this target does not support screen-space effects.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register new effects.\r\n */\r\n /** @internal */\r\n public abstract get screenSpaceEffects(): Iterable<string>;\r\n public abstract set screenSpaceEffects(_effectNames: Iterable<string>);\r\n\r\n /** Implementation for [[Viewport.queryVisibleFeatures]]. Not intended for direct usage. The returned iterable remains valid only for the duration of the\r\n * Viewport.queryVisibleFeatures call.\r\n */\r\n /** @internal */\r\n public queryVisibleTileFeatures(_options: QueryTileFeaturesOptions, _iModel: IModelConnection, callback: QueryVisibleFeaturesCallback): void {\r\n callback([]);\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 { BatchState } from \"./BatchState\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { Batch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { FeatureMode } from \"./TechniqueFlags\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { OvrFlags } from \"./RenderFlags\";\r\n\r\nconst scratchRgb = new Float32Array(3);\r\nconst noOverrideRgb = new Float32Array([-1.0, -1.0, -1.0]);\r\n\r\n/** Maintains uniform variable state associated with the Batch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BatchUniforms {\r\n public readonly state: BatchState;\r\n private readonly _target: Target;\r\n private _featureMode = FeatureMode.None;\r\n public syncKey = 0;\r\n\r\n private _overrides?: FeatureOverrides;\r\n private _sensors?: ThematicSensors;\r\n private _batchId = new Float32Array(4);\r\n\r\n private _scratchBytes = new Uint8Array(4);\r\n private _scratchUint32 = new Uint32Array(this._scratchBytes.buffer);\r\n\r\n public constructor(target: Target, batchState: BatchState) {\r\n this.state = batchState;\r\n this._target = target;\r\n }\r\n\r\n public setCurrentBatch(batch: Batch | undefined): void {\r\n desync(this);\r\n\r\n if (undefined !== batch)\r\n this.state.push(batch, false);\r\n else\r\n this.state.pop();\r\n\r\n const batchId = this.state.currentBatchId;\r\n this._scratchUint32[0] = batchId;\r\n this._batchId[0] = this._scratchBytes[0];\r\n this._batchId[1] = this._scratchBytes[1];\r\n this._batchId[2] = this._scratchBytes[2];\r\n this._batchId[3] = this._scratchBytes[3];\r\n\r\n const overrides = undefined !== batch ? batch.getOverrides(this._target) : undefined;\r\n this._overrides = (undefined !== overrides && overrides.anyOverridden) ? overrides : undefined;\r\n\r\n let sensors: ThematicSensors | undefined;\r\n if (undefined !== batch && this._target.wantThematicSensors) {\r\n const distanceCutoff = this._target.plan.thematic!.sensorSettings.distanceCutoff;\r\n if (distanceCutoff > 0) // if we have a distance cutoff, we want to create per-batch sensor textures\r\n sensors = batch.getThematicSensors(this._target);\r\n }\r\n this._sensors = sensors;\r\n\r\n if (undefined !== this._overrides)\r\n this._featureMode = FeatureMode.Overrides;\r\n else if (0 !== batchId)\r\n this._featureMode = FeatureMode.Pick;\r\n else\r\n this._featureMode = FeatureMode.None;\r\n }\r\n\r\n public resetBatchState(): void {\r\n this.state.reset();\r\n }\r\n\r\n public get featureMode(): FeatureMode { return this._featureMode; }\r\n\r\n public bindNumThematicSensors(uniform: UniformHandle): void {\r\n if (undefined !== this._sensors)\r\n this._sensors.bindNumSensors(uniform);\r\n }\r\n\r\n public bindThematicSensors(uniform: UniformHandle): void {\r\n if (undefined !== this._sensors)\r\n this._sensors.bindTexture(uniform);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\r\n if (undefined !== this._overrides)\r\n this._overrides.bindLUT(uniform);\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n if (undefined !== this._overrides && !sync(this, uniform))\r\n this._overrides.bindLUTParams(uniform);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides)\r\n this._overrides.bindUniformSymbologyFlags(uniform);\r\n else\r\n uniform.setUniform1f(0);\r\n }\r\n\r\n public bindBatchId(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._batchId);\r\n }\r\n\r\n public bindUniformColorOverride(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n if (uo[0] & OvrFlags.Rgb) {\r\n scratchRgb[0] = uo[4] / 255.0;\r\n scratchRgb[1] = uo[5] / 255.0;\r\n scratchRgb[2] = uo[6] / 255.0;\r\n uniform.setUniform3fv(scratchRgb);\r\n } else {\r\n uniform.setUniform3fv(noOverrideRgb);\r\n }\r\n } else {\r\n uniform.setUniform3fv(noOverrideRgb);\r\n }\r\n }\r\n\r\n public bindUniformTransparencyOverride(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n if (uo[0] & OvrFlags.Alpha) {\r\n uniform.setUniform1f(uo[7]/255.0);\r\n } else {\r\n uniform.setUniform1f(-1.0);\r\n }\r\n } else {\r\n uniform.setUniform1f(-1.0);\r\n }\r\n }\r\n\r\n public bindUniformNonLocatable(uniform: UniformHandle, ignoreNonLocatable: boolean): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n let nonLocatable = 0;\r\n if (!ignoreNonLocatable && undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n nonLocatable = (uo[0] & OvrFlags.NonLocatable) ? 1 : 0;\r\n }\r\n uniform.setUniform1i(nonLocatable);\r\n }\r\n}\r\n"]}
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+
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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 { BatchState } from \"./BatchState\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { Batch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { desync, sync } from \"./Sync\";\r\nimport { Target } from \"./Target\";\r\nimport { FeatureMode } from \"./TechniqueFlags\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\n\r\nconst scratchRgb = new Float32Array(3);\r\nconst noOverrideRgb = new Float32Array([-1.0, -1.0, -1.0]);\r\n\r\n/** Maintains uniform variable state associated with the Batch currently being drawn by a Target.\r\n * @internal\r\n */\r\nexport class BatchUniforms {\r\n public readonly state: BatchState;\r\n private readonly _target: Target;\r\n private _featureMode = FeatureMode.None;\r\n public syncKey = 0;\r\n\r\n private _overrides?: FeatureOverrides;\r\n private _sensors?: ThematicSensors;\r\n private _batchId = new Float32Array(4);\r\n\r\n private _scratchBytes = new Uint8Array(4);\r\n private _scratchUint32 = new Uint32Array(this._scratchBytes.buffer);\r\n\r\n public constructor(target: Target, batchState: BatchState) {\r\n this.state = batchState;\r\n this._target = target;\r\n }\r\n\r\n public setCurrentBatch(batch: Batch | undefined): void {\r\n desync(this);\r\n\r\n if (undefined !== batch)\r\n this.state.push(batch, false);\r\n else\r\n this.state.pop();\r\n\r\n const batchId = this.state.currentBatchId;\r\n this._scratchUint32[0] = batchId;\r\n this._batchId[0] = this._scratchBytes[0];\r\n this._batchId[1] = this._scratchBytes[1];\r\n this._batchId[2] = this._scratchBytes[2];\r\n this._batchId[3] = this._scratchBytes[3];\r\n\r\n const overrides = undefined !== batch ? batch.getOverrides(this._target) : undefined;\r\n this._overrides = (undefined !== overrides && overrides.anyOverridden) ? overrides : undefined;\r\n\r\n let sensors: ThematicSensors | undefined;\r\n if (undefined !== batch && this._target.wantThematicSensors) {\r\n const distanceCutoff = this._target.plan.thematic!.sensorSettings.distanceCutoff;\r\n if (distanceCutoff > 0) // if we have a distance cutoff, we want to create per-batch sensor textures\r\n sensors = batch.getThematicSensors(this._target);\r\n }\r\n this._sensors = sensors;\r\n\r\n if (undefined !== this._overrides)\r\n this._featureMode = FeatureMode.Overrides;\r\n else if (0 !== batchId)\r\n this._featureMode = FeatureMode.Pick;\r\n else\r\n this._featureMode = FeatureMode.None;\r\n }\r\n\r\n public resetBatchState(): void {\r\n this.state.reset();\r\n }\r\n\r\n public get featureMode(): FeatureMode { return this._featureMode; }\r\n\r\n public bindNumThematicSensors(uniform: UniformHandle): void {\r\n if (undefined !== this._sensors)\r\n this._sensors.bindNumSensors(uniform);\r\n }\r\n\r\n public bindThematicSensors(uniform: UniformHandle): void {\r\n if (undefined !== this._sensors)\r\n this._sensors.bindTexture(uniform);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\r\n if (undefined !== this._overrides)\r\n this._overrides.bindLUT(uniform);\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n if (undefined !== this._overrides && !sync(this, uniform))\r\n this._overrides.bindLUTParams(uniform);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides)\r\n this._overrides.bindUniformSymbologyFlags(uniform);\r\n else\r\n uniform.setUniform1f(0);\r\n }\r\n\r\n public bindBatchId(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform4fv(this._batchId);\r\n }\r\n\r\n public bindUniformColorOverride(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n if (uo[0] & OvrFlags.Rgb) {\r\n scratchRgb[0] = uo[4] / 255.0;\r\n scratchRgb[1] = uo[5] / 255.0;\r\n scratchRgb[2] = uo[6] / 255.0;\r\n uniform.setUniform3fv(scratchRgb);\r\n } else {\r\n uniform.setUniform3fv(noOverrideRgb);\r\n }\r\n } else {\r\n uniform.setUniform3fv(noOverrideRgb);\r\n }\r\n }\r\n\r\n public bindUniformTransparencyOverride(uniform: UniformHandle): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n if (undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n if (uo[0] & OvrFlags.Alpha) {\r\n uniform.setUniform1f(uo[7]/255.0);\r\n } else {\r\n uniform.setUniform1f(-1.0);\r\n }\r\n } else {\r\n uniform.setUniform1f(-1.0);\r\n }\r\n }\r\n\r\n public bindUniformNonLocatable(uniform: UniformHandle, ignoreNonLocatable: boolean): void {\r\n if (sync(this, uniform))\r\n return;\r\n\r\n let nonLocatable = 0;\r\n if (!ignoreNonLocatable && undefined !== this._overrides) {\r\n const uo = this._overrides.getUniformOverrides();\r\n nonLocatable = (uo[0] & OvrFlags.NonLocatable) ? 1 : 0;\r\n }\r\n uniform.setUniform1i(nonLocatable);\r\n }\r\n}\r\n"]}
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@@ -3,7 +3,8 @@
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3
3
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*/
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4
4
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import { HiddenLine, RenderMode, ViewFlags } from "@itwin/core-common";
|
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5
5
|
import { FloatRgba } from "./FloatRGBA";
|
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6
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-
import {
|
|
6
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+
import { RenderPass } from "./RenderFlags";
|
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7
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+
import { OvrFlags } from "../../common/internal/render/OvrFlags";
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7
8
|
/** Controls symbology of edges based on ViewFlags and HiddenLine.Settings. Typically these come from the Target's
|
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8
9
|
* RenderPlan, but a GraphicBranch may override those settings.
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9
10
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* @internal
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@@ -1 +1 @@
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1
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-
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1
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+
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@@ -1 +1 @@
|
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1
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-
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|
|
1
|
+
{"version":3,"file":"EdgeSettings.js","sourceRoot":"","sources":["../../../../src/render/webgl/EdgeSettings.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,oDAAiF;AACjF,2CAAwC;AAExC,yCAAsC;AAGtC;;;GAGG;AACH,MAAa,YAAY;IAAzB;QACE,0DAA0D;QACzC,WAAM,GAAG,qBAAS,CAAC,YAAY,CAAC,sBAAQ,CAAC,KAAK,CAAC,CAAC;QACzD,qBAAgB,GAAG,KAAK,CAAC;QAKjC;;WAEG;QACK,2BAAsB,GAAG,CAAC,CAAC;IAkGrC,CAAC;IAhGQ,MAAM,CAAC,MAAM,CAAC,KAAsC;QACzD,MAAM,QAAQ,GAAG,IAAI,YAAY,EAAE,CAAC;QACpC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACrB,OAAO,QAAQ,CAAC;IAClB,CAAC;IAEM,IAAI,CAAC,KAAsC;QAChD,IAAI,CAAC,KAAK,EAAE,CAAC;QACb,IAAI,CAAC,KAAK;YACR,OAAO;QAET,kHAAkH;QAClH,IAAI,SAAS,GAAG,KAAK,CAAC,qBAAqB,CAAC;QAC5C,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;QAChD,IAAI,CAAC,sBAAsB,GAAG,GAAG,GAAG,SAAS,CAAC;QAE9C,MAAM,GAAG,GAAG,KAAK,CAAC,OAAO,CAAC;QAC1B,IAAI,GAAG,CAAC,KAAK,EAAE,CAAC;YACd,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,WAAW,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QACrC,CAAC;QAED,IAAI,CAAC,gBAAgB,GAAG,CAAC,SAAS,KAAK,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,mBAAQ,CAAC,mBAAmB,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC;QAC5G,IAAI,CAAC,cAAc,GAAG,GAAG,CAAC,KAAK,CAAC;QAEhC,kEAAkE;QAClE,MAAM,GAAG,GAAG,KAAK,CAAC,MAAM,CAAC;QACzB,IAAI,CAAC,eAAe,GAAG,SAAS,KAAK,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,mBAAQ,CAAC,mBAAmB,CAAC,GAAG,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;QAErH,IAAI,CAAC,aAAa,GAAG,SAAS,KAAK,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC;QAC/E,IAAI,SAAS,KAAK,IAAI,CAAC,aAAa,IAAI,SAAS,KAAK,IAAI,CAAC,cAAc,EAAE,CAAC;YAC1E,mDAAmD;YACnD,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACzE,CAAC;IACH,CAAC;IAEM,eAAe,CAAC,IAAgB,EAAE,EAAa;QACpD,+CAA+C;QAC/C,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC;YACxB,6BAAqB;QAEvB,gFAAgF;QAChF,IAAI,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,CAAC,uBAAe,CAAC,uBAAe,CAAC;QAE/D,IAAI,SAAS,KAAK,IAAI,CAAC,WAAW,CAAC,IAAI,EAAE,EAAE,CAAC;YAC1C,KAAK,8BAAqB,CAAC;QAE7B,IAAI,SAAS,KAAK,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,EAAE,CAAC;YACxC,KAAK,6BAAmB,CAAC;QAE3B,OAAO,KAAK,CAAC;IACf,CAAC;IAED,IAAW,qBAAqB;QAC9B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACrC,CAAC;IAEM,QAAQ,CAAC,EAAa;QAC3B,OAAO,IAAI,CAAC,gBAAgB,IAAI,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;IAClF,CAAC;IAEM,WAAW,CAAC,IAAgB,EAAE,EAAa;QAChD,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC;YACxB,OAAO,SAAS,CAAC;QAEnB,OAAO,kCAA0B,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;IACvF,CAAC;IAEM,SAAS,CAAC,IAAgB,EAAE,EAAa;QAC9C,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,CAAC;YACxB,OAAO,SAAS,CAAC;QAEnB,OAAO,kCAA0B,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC;IACnF,CAAC;IAEO,KAAK;QACX,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAC9B,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,cAAc,GAAG,SAAS,CAAC;QACxD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,aAAa,GAAG,SAAS,CAAC;QACtD,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;IAClC,CAAC;IAEM,oBAAoB,CAAC,UAAsB;QAChD,OAAO,CAAC,IAAI,CAAC,gBAAgB,IAAI,wBAAU,CAAC,SAAS,KAAK,UAAU,CAAC;IACvE,CAAC;IAEO,YAAY,CAAC,EAAa;QAChC,QAAQ,EAAE,CAAC,UAAU,EAAE,CAAC;YACtB,KAAK,wBAAU,CAAC,SAAS;gBACvB,OAAO,KAAK,CAAC,CAAC,+CAA+C;YAC/D,KAAK,wBAAU,CAAC,WAAW;gBACzB,OAAO,EAAE,CAAC,YAAY,CAAC;YACzB;gBACE,OAAO,IAAI,CAAC,CAAC,6DAA6D;QAC9E,CAAC;IACH,CAAC;CACF;AA7GD,oCA6GC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* 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 { ColorDef, HiddenLine, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { FloatRgba } from \"./FloatRGBA\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\n\r\n/** Controls symbology of edges based on ViewFlags and HiddenLine.Settings. Typically these come from the Target's\r\n * RenderPlan, but a GraphicBranch may override those settings.\r\n * @internal\r\n */\r\nexport class EdgeSettings {\r\n /** The color applies to both hidden and visible edges. */\r\n private readonly _color = FloatRgba.fromColorDef(ColorDef.white);\r\n private _colorOverridden = false;\r\n private _visibleLineCode?: number;\r\n private _visibleWeight?: number;\r\n private _hiddenLineCode?: number;\r\n private _hiddenWeight?: number;\r\n /** Controls how opaque a surface must be to be displayed in SolidFill or HiddenLine modes; or how opaque it must be to\r\n * block shadow-casting lights in SmoothShade mode.\r\n */\r\n private _transparencyThreshold = 0;\r\n\r\n public static create(hline: HiddenLine.Settings | undefined): EdgeSettings {\r\n const settings = new EdgeSettings();\r\n settings.init(hline);\r\n return settings;\r\n }\r\n\r\n public init(hline: HiddenLine.Settings | undefined): void {\r\n this.clear();\r\n if (!hline)\r\n return;\r\n\r\n // The threshold is HiddenLine.Settings is a transparency value. Convert it to an alpha value and clamp to [0..1].\r\n let threshold = hline.transparencyThreshold;\r\n threshold = Math.min(1, Math.max(0, threshold));\r\n this._transparencyThreshold = 1.0 - threshold;\r\n\r\n const vis = hline.visible;\r\n if (vis.color) {\r\n this._colorOverridden = true;\r\n this._color.setColorDef(vis.color);\r\n }\r\n\r\n this._visibleLineCode = (undefined !== vis.pattern ? LineCode.valueFromLinePixels(vis.pattern) : undefined);\r\n this._visibleWeight = vis.width;\r\n\r\n // Hidden edge settings default to matching visible edge settings.\r\n const hid = hline.hidden;\r\n this._hiddenLineCode = undefined !== hid.pattern ? LineCode.valueFromLinePixels(hid.pattern) : this._visibleLineCode;\r\n\r\n this._hiddenWeight = undefined !== hid.width ? hid.width : this._visibleWeight;\r\n if (undefined !== this._hiddenWeight && undefined !== this._visibleWeight) {\r\n // Hidden edges cannot be wider than visible edges.\r\n this._hiddenWeight = Math.min(this._visibleWeight, this._hiddenWeight);\r\n }\r\n }\r\n\r\n public computeOvrFlags(pass: RenderPass, vf: ViewFlags): OvrFlags {\r\n // Edge overrides never apply in wireframe mode\r\n if (!this.isOverridden(vf))\r\n return OvrFlags.None;\r\n\r\n // Alpha always overridden - transparent edges only supported in wireframe mode.\r\n let flags = this.getColor(vf) ? OvrFlags.Rgba : OvrFlags.Alpha;\r\n\r\n if (undefined !== this.getLineCode(pass, vf))\r\n flags |= OvrFlags.LineCode;\r\n\r\n if (undefined !== this.getWeight(pass, vf))\r\n flags |= OvrFlags.Weight;\r\n\r\n return flags;\r\n }\r\n\r\n public get transparencyThreshold(): number {\r\n return this._transparencyThreshold;\r\n }\r\n\r\n public getColor(vf: ViewFlags): FloatRgba | undefined {\r\n return this._colorOverridden && this.isOverridden(vf) ? this._color : undefined;\r\n }\r\n\r\n public getLineCode(pass: RenderPass, vf: ViewFlags): number | undefined {\r\n if (!this.isOverridden(vf))\r\n return undefined;\r\n\r\n return RenderPass.HiddenEdge === pass ? this._hiddenLineCode : this._visibleLineCode;\r\n }\r\n\r\n public getWeight(pass: RenderPass, vf: ViewFlags): number | undefined {\r\n if (!this.isOverridden(vf))\r\n return undefined;\r\n\r\n return RenderPass.HiddenEdge === pass ? this._hiddenWeight : this._visibleWeight;\r\n }\r\n\r\n private clear(): void {\r\n this._colorOverridden = false;\r\n this._visibleLineCode = this._visibleWeight = undefined;\r\n this._hiddenLineCode = this._hiddenWeight = undefined;\r\n this._transparencyThreshold = 0;\r\n }\r\n\r\n public wantContrastingColor(renderMode: RenderMode): boolean {\r\n return !this._colorOverridden && RenderMode.SolidFill === renderMode;\r\n }\r\n\r\n private isOverridden(vf: ViewFlags): boolean {\r\n switch (vf.renderMode) {\r\n case RenderMode.Wireframe:\r\n return false; // edge overrides don't apply in wireframe mode\r\n case RenderMode.SmoothShade:\r\n return vf.visibleEdges;\r\n default:\r\n return true; // Edges always displayed in solid fill and hidden line modes\r\n }\r\n }\r\n}\r\n"]}
|
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@@ -17,6 +17,7 @@ export declare class FeatureOverrides implements WebGLDisposable {
|
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17
17
|
private _mostRecentSymbologyOverrides?;
|
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18
18
|
private _lastFlashId;
|
|
19
19
|
private _hiliteSyncObserver;
|
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20
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+
private _pickExclusionsSyncObserver;
|
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20
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private _anyOverridden;
|
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21
22
|
private _allHidden;
|
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22
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private _anyTranslucent;
|
|
@@ -1 +1 @@
|
|
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1
|
-
{"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAEvE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;
|
|
1
|
+
{"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAEvE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAmChE,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,MAAM,MAAM,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,gBAAgB;IA+HxB,OAAO,CAAC,uBAAuB;IAgD/B,OAAO,CAAC,aAAa;IAuCrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO;IAQP,WAAW,CAAC,GAAG,EAAE,kBAAkB;IAenC,MAAM,CAAC,QAAQ,EAAE,kBAAkB;IA8BnC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
|
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@@ -84,7 +84,7 @@ class FeatureOverrides {
|
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84
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(0, core_bentley_1.assert)(undefined !== this._lut.dataBytes);
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return this._lut.dataBytes;
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}
|
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|
-
_initialize(map, ovrs, hilite, flashed) {
|
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87
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+
_initialize(map, ovrs, pickExcludes, hilite, flashed) {
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|
const nFeatures = map.numFeatures;
|
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|
const dims = computeWidthAndHeight(nFeatures, 2);
|
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90
90
|
const width = dims.width;
|
|
@@ -94,21 +94,21 @@ class FeatureOverrides {
|
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94
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|
this._lutParams[1] = height;
|
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95
95
|
const data = new Uint8Array(width * height * 4);
|
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96
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|
const creator = new Texture_1.Texture2DDataUpdater(data);
|
|
97
|
-
this.buildLookupTable(creator, map, ovrs, flashed, hilite);
|
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|
+
this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);
|
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|
return Texture_1.TextureHandle.createForData(width, height, data, true, GL_1.GL.Texture.WrapMode.ClampToEdge);
|
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|
}
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-
_update(map, lut, flashed, hilites, ovrs) {
|
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100
|
+
_update(map, lut, pickExcludes, flashed, hilites, ovrs) {
|
|
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|
const updater = new Texture_1.Texture2DDataUpdater(lut.dataBytes);
|
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|
if (undefined === ovrs) {
|
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|
-
this.updateFlashedAndHilited(updater, map, flashed, hilites);
|
|
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|
+
this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);
|
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|
}
|
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else {
|
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(0, core_bentley_1.assert)(undefined !== hilites);
|
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-
this.buildLookupTable(updater, map, ovrs, flashed, hilites);
|
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+
this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);
|
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}
|
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|
lut.update(updater);
|
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}
|
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111
|
-
buildLookupTable(data, map, ovr, flashedIdParts, hilites) {
|
|
111
|
+
buildLookupTable(data, map, ovr, pickExclude, flashedIdParts, hilites) {
|
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const allowHilite = true !== this._options.noHilite;
|
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const allowFlash = true !== this._options.noFlash;
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const allowEmphasis = true !== this._options.noEmphasis;
|
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@@ -196,6 +196,10 @@ class FeatureOverrides {
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flags |= 8 /* OvrFlags.IgnoreMaterial */;
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if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)
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flags |= 16 /* OvrFlags.Flashed */;
|
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|
+
if (pickExclude?.hasPair(feature.elementId)) {
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|
+
flags |= 2048 /* OvrFlags.InvisibleDuringPick */;
|
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+
++nHidden;
|
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+
}
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|
data.setOvrFlagsAtIndex(dataIndex, flags);
|
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|
if (0 /* OvrFlags.None */ !== flags)
|
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nOverridden++;
|
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@@ -205,9 +209,9 @@ class FeatureOverrides {
|
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205
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|
this.updateUniformSymbologyFlags();
|
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206
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|
}
|
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// NB: If hilites is undefined, it means that the hilited set has not changed.
|
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208
|
-
updateFlashedAndHilited(data, map, flashed, hilites) {
|
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+
updateFlashedAndHilited(data, map, pickExcludes, flashed, hilites) {
|
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|
if (!hilites || true === this._options.noHilite) {
|
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-
this.updateFlashed(data, map, flashed);
|
|
214
|
+
this.updateFlashed(data, map, pickExcludes, flashed);
|
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|
return;
|
|
212
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|
}
|
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|
const allowFlash = true !== this._options.noFlash;
|
|
@@ -233,6 +237,9 @@ class FeatureOverrides {
|
|
|
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|
isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;
|
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|
let newFlags = isFlashed ? (oldFlags | 16 /* OvrFlags.Flashed */) : (oldFlags & ~16 /* OvrFlags.Flashed */);
|
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|
newFlags = isHilited ? (newFlags | 256 /* OvrFlags.Hilited */) : (newFlags & ~256 /* OvrFlags.Hilited */);
|
|
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|
+
if (pickExcludes) {
|
|
241
|
+
newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | 2048 /* OvrFlags.InvisibleDuringPick */) : (newFlags & ~2048 /* OvrFlags.InvisibleDuringPick */);
|
|
242
|
+
}
|
|
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243
|
data.setOvrFlagsAtIndex(dataIndex, newFlags);
|
|
237
244
|
if (0 /* OvrFlags.None */ !== newFlags) {
|
|
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|
this._anyOverridden = true;
|
|
@@ -241,8 +248,8 @@ class FeatureOverrides {
|
|
|
241
248
|
}
|
|
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|
this.updateUniformSymbologyFlags();
|
|
243
250
|
}
|
|
244
|
-
updateFlashed(data, map, flashed) {
|
|
245
|
-
if (true === this._options.noFlash)
|
|
251
|
+
updateFlashed(data, map, pickExcludes, flashed) {
|
|
252
|
+
if (true === this._options.noFlash && !pickExcludes)
|
|
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253
|
return;
|
|
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254
|
this._anyOverridden = false;
|
|
248
255
|
const elemId = { lower: 0, upper: 0 };
|
|
@@ -255,11 +262,18 @@ class FeatureOverrides {
|
|
|
255
262
|
continue;
|
|
256
263
|
}
|
|
257
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|
let isFlashed = false;
|
|
258
|
-
|
|
259
|
-
|
|
260
|
-
|
|
265
|
+
let thisElemId;
|
|
266
|
+
if (flashed && !this._options.noFlash) {
|
|
267
|
+
thisElemId = map.getElementIdPair(i, elemId);
|
|
268
|
+
isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;
|
|
269
|
+
}
|
|
270
|
+
let newFlags = isFlashed ? (oldFlags | 16 /* OvrFlags.Flashed */) : (oldFlags & ~16 /* OvrFlags.Flashed */);
|
|
271
|
+
if (pickExcludes) {
|
|
272
|
+
if (!thisElemId) {
|
|
273
|
+
thisElemId = map.getElementIdPair(i, elemId);
|
|
274
|
+
}
|
|
275
|
+
newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | 2048 /* OvrFlags.InvisibleDuringPick */) : (newFlags & ~2048 /* OvrFlags.InvisibleDuringPick */);
|
|
261
276
|
}
|
|
262
|
-
const newFlags = isFlashed ? (oldFlags | 16 /* OvrFlags.Flashed */) : (oldFlags & ~16 /* OvrFlags.Flashed */);
|
|
263
277
|
data.setOvrFlagsAtIndex(dataIndex, newFlags);
|
|
264
278
|
if (0 /* OvrFlags.None */ !== newFlags)
|
|
265
279
|
this._anyOverridden = true;
|
|
@@ -269,6 +283,7 @@ class FeatureOverrides {
|
|
|
269
283
|
constructor(target, options, cleanup) {
|
|
270
284
|
this._lastFlashId = core_bentley_1.Id64.invalid;
|
|
271
285
|
this._hiliteSyncObserver = {};
|
|
286
|
+
this._pickExclusionsSyncObserver = {};
|
|
272
287
|
this._anyOverridden = true;
|
|
273
288
|
this._allHidden = true;
|
|
274
289
|
this._anyTranslucent = true;
|
|
@@ -299,9 +314,10 @@ class FeatureOverrides {
|
|
|
299
314
|
const ovrs = this.target.currentFeatureSymbologyOverrides;
|
|
300
315
|
this._mostRecentSymbologyOverrides = ovrs;
|
|
301
316
|
const hilite = this.target.hilites;
|
|
302
|
-
this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);
|
|
317
|
+
this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);
|
|
303
318
|
this._lastFlashId = core_bentley_1.Id64.invalid;
|
|
304
319
|
this._hiliteSyncObserver = {};
|
|
320
|
+
this._pickExclusionsSyncObserver = {};
|
|
305
321
|
}
|
|
306
322
|
update(features) {
|
|
307
323
|
let ovrs = this.target.currentFeatureSymbologyOverrides;
|
|
@@ -311,13 +327,14 @@ class FeatureOverrides {
|
|
|
311
327
|
else
|
|
312
328
|
ovrs = undefined;
|
|
313
329
|
const flashedId = this.target.flashedId;
|
|
314
|
-
const hiliteSyncTarget = this.target.hiliteSyncTarget;
|
|
315
|
-
const hiliteUpdated = !(0, Sync_1.sync)(hiliteSyncTarget, this._hiliteSyncObserver);
|
|
316
330
|
const hilite = this.target.hilites;
|
|
317
|
-
|
|
331
|
+
const hiliteUpdated = !(0, Sync_1.sync)(this.target.hiliteSyncTarget, this._hiliteSyncObserver);
|
|
332
|
+
const pickExcludesUpdated = !(0, Sync_1.sync)(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);
|
|
333
|
+
if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {
|
|
318
334
|
// _lut can be undefined if context was lost, (gl.createTexture returns null)
|
|
319
|
-
if (this._lut)
|
|
320
|
-
this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);
|
|
335
|
+
if (this._lut) {
|
|
336
|
+
this._update(features, this._lut, undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);
|
|
337
|
+
}
|
|
321
338
|
this._lastFlashId = flashedId;
|
|
322
339
|
}
|
|
323
340
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, OvrFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { DisplayParams } from \"../../common/internal/render/DisplayParams\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\nconst scratchPackedFeature = PackedFeature.createWithIndex();\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n let isModelHilited = false;\r\n const prevModelId = { lower: -1, upper: -1 };\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 2;\r\n\r\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\r\n prevModelId.lower = feature.modelId.lower;\r\n prevModelId.upper = feature.modelId.upper;\r\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\r\n }\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n feature.modelId.lower, feature.modelId.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const dataIndex = feature.index * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n const isModelHilited = hilites.models.hasPair(feature.modelId);\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited)\r\n isHilited = hilites.elements.hasPair(feature.elementId);\r\n\r\n if (!isHilited)\r\n if (isModelHilited || !intersect)\r\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash)\r\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n const elemId = { lower: 0, upper: 0 };\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n if (flashed) {\r\n map.getElementIdPair(i, elemId);\r\n isFlashed = elemId.lower === flashed.lower && elemId.upper === flashed.upper;\r\n }\r\n\r\n const newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: RenderFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n }\r\n\r\n public update(features: RenderFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hiliteSyncTarget = this.target.hiliteSyncTarget;\r\n const hiliteUpdated = !sync(hiliteSyncTarget, this._hiliteSyncObserver);\r\n\r\n const hilite = this.target.hilites;\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut)\r\n this._update(features, this._lut, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, Id64 } from \"@itwin/core-bentley\";\r\nimport { PackedFeature, RenderFeatureTable } from \"@itwin/core-common\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { EmphasisFlags, TextureUnit } from \"./RenderFlags\";\r\nimport { sync, SyncObserver } from \"./Sync\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { Texture2DDataUpdater, Texture2DHandle, TextureHandle } from \"./Texture\";\r\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\r\nimport { DisplayParams } from \"../../common/internal/render/DisplayParams\";\r\nimport { OvrFlags } from \"../../common/internal/render/OvrFlags\";\r\n\r\nfunction computeWidthAndHeight(nEntries: number, nRgbaPerEntry: number, nExtraRgba: number = 0, nTables: number = 1): { width: number, height: number } {\r\n const maxSize = System.instance.maxTextureSize;\r\n const nRgba = nEntries * nRgbaPerEntry * nTables + nExtraRgba;\r\n\r\n if (nRgba < maxSize)\r\n return { width: nRgba, height: 1 };\r\n\r\n // Make roughly square to reduce unused space in last row\r\n let width = Math.ceil(Math.sqrt(nRgba));\r\n\r\n // Ensure a given entry's RGBA values all fit on the same row.\r\n const remainder = width % nRgbaPerEntry;\r\n if (0 !== remainder) {\r\n width += nRgbaPerEntry - remainder;\r\n }\r\n\r\n // Compute height\r\n const height = Math.ceil(nRgba / width);\r\n\r\n assert(height <= maxSize);\r\n assert(width <= maxSize);\r\n assert(width * height >= nRgba);\r\n assert(Math.floor(height) === height);\r\n assert(Math.floor(width) === width);\r\n\r\n // Row padding should never be necessary...\r\n assert(0 === width % nRgbaPerEntry);\r\n\r\n return { width, height };\r\n}\r\n\r\nexport function isFeatureHilited(feature: PackedFeature, hilites: Hilites, isModelHilited: boolean): boolean {\r\n if (hilites.isEmpty)\r\n return false;\r\n\r\n if (\"union\" === hilites.modelSubCategoryMode)\r\n return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));\r\n}\r\n\r\n/** @internal */\r\nexport type FeatureOverridesCleanup = () => void;\r\n\r\nconst scratchPackedFeature = PackedFeature.createWithIndex();\r\n\r\n/** @internal */\r\nexport class FeatureOverrides implements WebGLDisposable {\r\n public readonly target: Target;\r\n private readonly _options: BatchOptions;\r\n private _lut?: Texture2DHandle;\r\n private _mostRecentSymbologyOverrides?: FeatureSymbology.Overrides;\r\n private _lastFlashId = Id64.invalid;\r\n private _hiliteSyncObserver: SyncObserver = {};\r\n private _pickExclusionsSyncObserver: SyncObserver = {};\r\n private _anyOverridden = true;\r\n private _allHidden = true;\r\n private _anyTranslucent = true;\r\n private _anyViewIndependentTranslucent = true;\r\n private _anyOpaque = true;\r\n private _anyHilited = true;\r\n private _lutParams = new Float32Array(2);\r\n private _uniformSymbologyFlags: EmphasisFlags = EmphasisFlags.None;\r\n private _cleanup?: FeatureOverridesCleanup;\r\n\r\n public get anyOverridden() { return this._anyOverridden; }\r\n public get allHidden() { return this._allHidden; }\r\n public get anyTranslucent() { return this._anyTranslucent; }\r\n public get anyViewIndependentTranslucent() { return this._anyViewIndependentTranslucent; }\r\n public get anyOpaque() { return this._anyOpaque; }\r\n public get anyHilited() { return this._anyHilited; }\r\n\r\n /** For tests. */\r\n public get lutData(): Uint8Array | undefined { return this._lut?.dataBytes; }\r\n public get byteLength(): number { return undefined !== this._lut ? this._lut.bytesUsed : 0; }\r\n public get isUniform() { return 2 === this._lutParams[0] && 1 === this._lutParams[1]; }\r\n\r\n private updateUniformSymbologyFlags(): void {\r\n this._uniformSymbologyFlags = EmphasisFlags.None;\r\n if (!this.isUniform || !this._lut)\r\n return;\r\n\r\n let flags = this._lut.dataBytes![0];\r\n if (0 !== (flags & OvrFlags.Flashed))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Flashed;\r\n\r\n if (0 !== (flags & OvrFlags.NonLocatable))\r\n this._uniformSymbologyFlags |= EmphasisFlags.NonLocatable;\r\n\r\n if (!this._anyHilited)\r\n return;\r\n\r\n flags = this._lut.dataBytes![1] << 8;\r\n if (0 !== (flags & OvrFlags.Hilited))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Hilite;\r\n\r\n if (0 !== (flags & OvrFlags.Emphasized))\r\n this._uniformSymbologyFlags |= EmphasisFlags.Emphasized;\r\n }\r\n\r\n public getUniformOverrides(): Uint8Array {\r\n assert(this.isUniform);\r\n assert(undefined !== this._lut);\r\n assert(undefined !== this._lut.dataBytes);\r\n return this._lut.dataBytes;\r\n }\r\n\r\n private _initialize(map: RenderFeatureTable, ovrs: FeatureSymbology.Overrides, pickExcludes: Id64.Uint32Set, hilite: Hilites, flashed?: Id64.Uint32Pair): Texture2DHandle | undefined {\r\n const nFeatures = map.numFeatures;\r\n const dims = computeWidthAndHeight(nFeatures, 2);\r\n const width = dims.width;\r\n const height = dims.height;\r\n assert(width * height >= nFeatures);\r\n\r\n this._lutParams[0] = width;\r\n this._lutParams[1] = height;\r\n\r\n const data = new Uint8Array(width * height * 4);\r\n const creator = new Texture2DDataUpdater(data);\r\n this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);\r\n\r\n return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);\r\n }\r\n\r\n private _update(map: RenderFeatureTable, lut: Texture2DHandle, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites, ovrs?: FeatureSymbology.Overrides) {\r\n const updater = new Texture2DDataUpdater(lut.dataBytes!);\r\n\r\n if (undefined === ovrs) {\r\n this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);\r\n } else {\r\n assert(undefined !== hilites);\r\n this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);\r\n }\r\n\r\n lut.update(updater);\r\n }\r\n\r\n private buildLookupTable(data: Texture2DDataUpdater, map: RenderFeatureTable, ovr: FeatureSymbology.Overrides, pickExclude: Id64.Uint32Set | undefined, flashedIdParts: Id64.Uint32Pair | undefined, hilites: Hilites) {\r\n const allowHilite = true !== this._options.noHilite;\r\n const allowFlash = true !== this._options.noFlash;\r\n const allowEmphasis = true !== this._options.noEmphasis;\r\n\r\n let isModelHilited = false;\r\n const prevModelId = { lower: -1, upper: -1 };\r\n\r\n this._anyOpaque = this._anyTranslucent = this._anyViewIndependentTranslucent = this._anyHilited = false;\r\n\r\n let nHidden = 0;\r\n let nOverridden = 0;\r\n\r\n // NB: We currently use 2 RGBA values per feature as follows:\r\n // [0]\r\n // RG = override flags (see OvrFlags enum)\r\n // B = line code\r\n // A = line weight (if we need an extra byte in future, could combine code+weight into a single byte).\r\n // [1]\r\n // RGB = rgb\r\n // A = alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 2;\r\n\r\n if (prevModelId.lower !== feature.modelId.lower || prevModelId.upper !== feature.modelId.upper) {\r\n prevModelId.lower = feature.modelId.lower;\r\n prevModelId.upper = feature.modelId.upper;\r\n isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);\r\n }\r\n\r\n const app = this.target.currentBranch.getFeatureAppearance(\r\n ovr,\r\n feature.elementId.lower, feature.elementId.upper,\r\n feature.subCategoryId.lower, feature.subCategoryId.upper,\r\n feature.geometryClass,\r\n feature.modelId.lower, feature.modelId.upper,\r\n map.type, feature.animationNodeId);\r\n\r\n // NB: If the appearance is fully transparent, then:\r\n // - For normal (\"primary\") models, getAppearance() returns undefined.\r\n // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.\r\n // (The latter is how we clip the classified model using the classifiers).\r\n if (undefined === app) {\r\n // The feature is not visible. We don't care about any of the other overrides, because we're not going to render it.\r\n data.setOvrFlagsAtIndex(dataIndex, OvrFlags.Visibility);\r\n nHidden++;\r\n nOverridden++;\r\n continue;\r\n }\r\n\r\n let flags = app.nonLocatable ? OvrFlags.NonLocatable : OvrFlags.None;\r\n if (allowHilite && isFeatureHilited(feature, hilites, isModelHilited)) {\r\n flags |= OvrFlags.Hilited;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (allowEmphasis && app.emphasized) {\r\n flags |= OvrFlags.Emphasized;\r\n this._anyHilited = true;\r\n }\r\n\r\n if (app.overridesRgb && app.rgb) {\r\n flags |= OvrFlags.Rgb;\r\n const rgb = app.rgb;\r\n data.setByteAtIndex(dataIndex + 4, rgb.r);\r\n data.setByteAtIndex(dataIndex + 5, rgb.g);\r\n data.setByteAtIndex(dataIndex + 6, rgb.b);\r\n }\r\n\r\n if (undefined !== app.transparency) {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n flags |= OvrFlags.Alpha;\r\n let alpha = 1.0 - app.transparency;\r\n alpha = Math.floor(0xff * alpha + 0.5);\r\n if ((0xff - alpha) < DisplayParams.minTransparency)\r\n alpha = 0xff;\r\n\r\n data.setByteAtIndex(dataIndex + 7, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!app.viewDependentTransparency) {\r\n flags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n }\r\n\r\n if (app.overridesWeight && app.weight) {\r\n flags |= OvrFlags.Weight;\r\n let weight = app.weight;\r\n weight = Math.min(31, weight);\r\n weight = Math.max(1, weight);\r\n data.setByteAtIndex(dataIndex + 3, weight);\r\n }\r\n\r\n if (app.overridesLinePixels && app.linePixels) {\r\n flags |= OvrFlags.LineCode;\r\n const lineCode = LineCode.valueFromLinePixels(app.linePixels);\r\n data.setByteAtIndex(dataIndex + 2, lineCode);\r\n }\r\n\r\n if (app.ignoresMaterial)\r\n flags |= OvrFlags.IgnoreMaterial;\r\n\r\n if (allowFlash && undefined !== flashedIdParts && feature.elementId.lower === flashedIdParts.lower && feature.elementId.upper === flashedIdParts.upper)\r\n flags |= OvrFlags.Flashed;\r\n\r\n if (pickExclude?.hasPair(feature.elementId)) {\r\n flags |= OvrFlags.InvisibleDuringPick;\r\n ++nHidden;\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, flags);\r\n if (OvrFlags.None !== flags)\r\n nOverridden++;\r\n }\r\n\r\n this._allHidden = (nHidden === map.numFeatures);\r\n this._anyOverridden = (nOverridden > 0);\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n // NB: If hilites is undefined, it means that the hilited set has not changed.\r\n private updateFlashedAndHilited(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair, hilites?: Hilites) {\r\n if (!hilites || true === this._options.noHilite) {\r\n this.updateFlashed(data, map, pickExcludes, flashed);\r\n return;\r\n }\r\n\r\n const allowFlash = true !== this._options.noFlash;\r\n const intersect = \"intersection\" === hilites.modelSubCategoryMode;\r\n\r\n this._anyOverridden = this._anyHilited = false;\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const dataIndex = feature.index * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter. We can't flash it and don't want to hilite it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n const isModelHilited = hilites.models.hasPair(feature.modelId);\r\n let isHilited = isModelHilited && !intersect;\r\n if (!isHilited)\r\n isHilited = hilites.elements.hasPair(feature.elementId);\r\n\r\n if (!isHilited)\r\n if (isModelHilited || !intersect)\r\n isHilited = hilites.subcategories.hasPair(feature.subCategoryId);\r\n\r\n let isFlashed = false;\r\n if (flashed && allowFlash)\r\n isFlashed = feature.elementId.lower === flashed.lower && feature.elementId.upper === flashed.upper;\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n newFlags = isHilited ? (newFlags | OvrFlags.Hilited) : (newFlags & ~OvrFlags.Hilited);\r\n if (pickExcludes) {\r\n newFlags = pickExcludes.hasPair(feature.elementId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags) {\r\n this._anyOverridden = true;\r\n this._anyHilited = this._anyHilited || isHilited || OvrFlags.None !== (newFlags & OvrFlags.Emphasized);\r\n }\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private updateFlashed(data: Texture2DDataUpdater, map: RenderFeatureTable, pickExcludes: Id64.Uint32Set | undefined, flashed?: Id64.Uint32Pair): void {\r\n if (true === this._options.noFlash && !pickExcludes)\r\n return;\r\n\r\n this._anyOverridden = false;\r\n const elemId = { lower: 0, upper: 0 };\r\n for (let i = 0; i < map.numFeatures; i++) {\r\n const dataIndex = i * 4 * 2;\r\n const oldFlags = data.getOvrFlagsAtIndex(dataIndex);\r\n if (OvrFlags.None !== (oldFlags & OvrFlags.Visibility)) {\r\n // If it's invisible, none of the other flags matter and we can't flash it.\r\n this._anyOverridden = true;\r\n continue;\r\n }\r\n\r\n let isFlashed = false;\r\n let thisElemId: Id64.Uint32Pair | undefined;\r\n if (flashed && !this._options.noFlash) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n isFlashed = thisElemId.lower === flashed.lower && thisElemId.upper === flashed.upper;\r\n }\r\n\r\n let newFlags = isFlashed ? (oldFlags | OvrFlags.Flashed) : (oldFlags & ~OvrFlags.Flashed);\r\n if (pickExcludes) {\r\n if (!thisElemId) {\r\n thisElemId = map.getElementIdPair(i, elemId);\r\n }\r\n\r\n newFlags = pickExcludes.hasPair(thisElemId) ? (newFlags | OvrFlags.InvisibleDuringPick) : (newFlags & ~OvrFlags.InvisibleDuringPick);\r\n }\r\n\r\n data.setOvrFlagsAtIndex(dataIndex, newFlags);\r\n if (OvrFlags.None !== newFlags)\r\n this._anyOverridden = true;\r\n }\r\n\r\n this.updateUniformSymbologyFlags();\r\n }\r\n\r\n private constructor(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n this.target = target;\r\n this._options = options;\r\n this._cleanup = cleanup;\r\n }\r\n\r\n public static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined) {\r\n return new FeatureOverrides(target, options, cleanup);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._lut; }\r\n\r\n public dispose() {\r\n this._lut = dispose(this._lut);\r\n if (this._cleanup) {\r\n this._cleanup();\r\n this._cleanup = undefined;\r\n }\r\n }\r\n\r\n public initFromMap(map: RenderFeatureTable) {\r\n const nFeatures = map.numFeatures;\r\n assert(0 < nFeatures);\r\n\r\n this._lut = dispose(this._lut);\r\n\r\n const ovrs: FeatureSymbology.Overrides = this.target.currentFeatureSymbologyOverrides;\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n const hilite = this.target.hilites;\r\n this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);\r\n this._lastFlashId = Id64.invalid;\r\n this._hiliteSyncObserver = {};\r\n this._pickExclusionsSyncObserver = {};\r\n }\r\n\r\n public update(features: RenderFeatureTable) {\r\n let ovrs: FeatureSymbology.Overrides | undefined = this.target.currentFeatureSymbologyOverrides;\r\n const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;\r\n if (ovrsUpdated)\r\n this._mostRecentSymbologyOverrides = ovrs;\r\n else\r\n ovrs = undefined;\r\n\r\n const flashedId = this.target.flashedId;\r\n\r\n const hilite = this.target.hilites;\r\n const hiliteUpdated = !sync(this.target.hiliteSyncTarget, this._hiliteSyncObserver);\r\n const pickExcludesUpdated = !sync(this.target.pickExclusionsSyncTarget, this._pickExclusionsSyncObserver);\r\n\r\n if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {\r\n // _lut can be undefined if context was lost, (gl.createTexture returns null)\r\n if (this._lut) {\r\n this._update(\r\n features,\r\n this._lut,\r\n undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined,\r\n this.target.flashed,\r\n undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs,\r\n );\r\n }\r\n\r\n this._lastFlashId = flashedId;\r\n }\r\n }\r\n\r\n public bindLUTParams(uniform: UniformHandle): void {\r\n uniform.setUniform2fv(this._lutParams);\r\n }\r\n\r\n public bindLUT(uniform: UniformHandle): void {\r\n if (this._lut)\r\n this._lut.bindSampler(uniform, TextureUnit.FeatureSymbology);\r\n }\r\n\r\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\r\n uniform.setUniform1f(this._uniformSymbologyFlags);\r\n }\r\n}\r\n"]}
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