@itwin/core-frontend 4.10.0-dev.31 → 4.10.0-dev.33

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (600) hide show
  1. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  2. package/lib/cjs/AccuDraw.js +0 -2
  3. package/lib/cjs/AccuDraw.js.map +1 -1
  4. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  5. package/lib/cjs/AccuSnap.js +9 -4
  6. package/lib/cjs/AccuSnap.js.map +1 -1
  7. package/lib/cjs/BackgroundMapGeometry.js +3 -3
  8. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  9. package/lib/cjs/BingLocation.js +1 -1
  10. package/lib/cjs/BingLocation.js.map +1 -1
  11. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  12. package/lib/cjs/BriefcaseConnection.js +2 -2
  13. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  14. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  15. package/lib/cjs/ChangeFlags.d.ts +1 -1
  16. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  17. package/lib/cjs/ChangeFlags.js.map +1 -1
  18. package/lib/cjs/CheckpointConnection.js +1 -1
  19. package/lib/cjs/CheckpointConnection.js.map +1 -1
  20. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  21. package/lib/cjs/DisplayStyleState.js +6 -6
  22. package/lib/cjs/DisplayStyleState.js.map +1 -1
  23. package/lib/cjs/DrawingViewState.d.ts +4 -4
  24. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  25. package/lib/cjs/DrawingViewState.js +10 -9
  26. package/lib/cjs/DrawingViewState.js.map +1 -1
  27. package/lib/cjs/EnvironmentDecorations.js +1 -1
  28. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  29. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  30. package/lib/cjs/HitDetail.d.ts +36 -7
  31. package/lib/cjs/HitDetail.d.ts.map +1 -1
  32. package/lib/cjs/HitDetail.js +11 -3
  33. package/lib/cjs/HitDetail.js.map +1 -1
  34. package/lib/cjs/IModelApp.d.ts.map +1 -1
  35. package/lib/cjs/IModelApp.js +1 -2
  36. package/lib/cjs/IModelApp.js.map +1 -1
  37. package/lib/cjs/IModelConnection.js +8 -8
  38. package/lib/cjs/IModelConnection.js.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.js +1 -2
  40. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  41. package/lib/cjs/NativeApp.d.ts +1 -1
  42. package/lib/cjs/NativeApp.d.ts.map +1 -1
  43. package/lib/cjs/NativeApp.js.map +1 -1
  44. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  45. package/lib/cjs/NotificationManager.d.ts +2 -2
  46. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  47. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  48. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +1 -2
  49. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  50. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  51. package/lib/cjs/RealityDataSourceContextShareImpl.js +2 -3
  52. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +1 -1
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  55. package/lib/cjs/SheetViewState.d.ts +4 -4
  56. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  57. package/lib/cjs/SheetViewState.js +18 -5
  58. package/lib/cjs/SheetViewState.js.map +1 -1
  59. package/lib/cjs/SpatialViewState.js +1 -1
  60. package/lib/cjs/SpatialViewState.js.map +1 -1
  61. package/lib/cjs/SubCategoriesCache.js +1 -1
  62. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  63. package/lib/cjs/TentativePoint.js +1 -1
  64. package/lib/cjs/TentativePoint.js.map +1 -1
  65. package/lib/cjs/ViewCreator3d.js +1 -1
  66. package/lib/cjs/ViewCreator3d.js.map +1 -1
  67. package/lib/cjs/ViewGlobalLocation.js +9 -9
  68. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  69. package/lib/cjs/ViewState.d.ts +16 -7
  70. package/lib/cjs/ViewState.d.ts.map +1 -1
  71. package/lib/cjs/ViewState.js +5 -5
  72. package/lib/cjs/ViewState.js.map +1 -1
  73. package/lib/cjs/Viewport.d.ts.map +1 -1
  74. package/lib/cjs/Viewport.js +2 -4
  75. package/lib/cjs/Viewport.js.map +1 -1
  76. package/lib/cjs/ViewportSync.js +6 -6
  77. package/lib/cjs/ViewportSync.js.map +1 -1
  78. package/lib/cjs/common/ImageUtil.js +15 -16
  79. package/lib/cjs/common/ImageUtil.js.map +1 -1
  80. package/lib/cjs/common/WorkerProxy.js +1 -2
  81. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  82. package/lib/cjs/common/gltf/GltfParser.js +7 -8
  83. package/lib/cjs/common/gltf/GltfParser.js.map +1 -1
  84. package/lib/cjs/common/gltf/GltfSchema.d.ts +1 -1
  85. package/lib/cjs/common/gltf/GltfSchema.d.ts.map +1 -1
  86. package/lib/cjs/common/gltf/GltfSchema.js +5 -5
  87. package/lib/cjs/common/gltf/GltfSchema.js.map +1 -1
  88. package/lib/cjs/common/imdl/CompactEdges.js +1 -2
  89. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  90. package/lib/cjs/common/imdl/ImdlModel.js +2 -3
  91. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  92. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  93. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  94. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  95. package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -12
  96. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  97. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -1
  98. package/lib/cjs/common/internal/render/EdgeParams.js +2 -3
  99. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -1
  100. package/lib/cjs/common/internal/render/GeometryList.d.ts +1 -1
  101. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +3 -3
  102. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -1
  103. package/lib/cjs/common/internal/render/LineCode.js +1 -2
  104. package/lib/cjs/common/internal/render/LineCode.js.map +1 -1
  105. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  106. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -1
  107. package/lib/cjs/common/internal/render/MeshPrimitives.js +3 -3
  108. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  109. package/lib/cjs/common/internal/render/PointStringParams.js +1 -2
  110. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -1
  111. package/lib/cjs/common/internal/render/PolylineParams.js +4 -5
  112. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -1
  113. package/lib/cjs/common/internal/render/SurfaceParams.js +3 -3
  114. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -1
  115. package/lib/cjs/common/internal/render/VertexTable.js +1 -2
  116. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -1
  117. package/lib/cjs/common/internal/render/VertexTableBuilder.js +2 -2
  118. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  119. package/lib/cjs/common/internal/render/VertexTableSplitter.js +4 -4
  120. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -1
  121. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -1
  122. package/lib/cjs/extension/providers/ExtensionLoadScript.js +1 -2
  123. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
  124. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js +2 -3
  125. package/lib/cjs/internal/render/RenderInstancesParamsImpl.js.map +1 -1
  126. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  127. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +1 -1
  128. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  129. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +2 -2
  130. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  131. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js +2 -2
  132. package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
  133. package/lib/cjs/quantity-formatting/QuantityFormatter.js +3 -3
  134. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  135. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -1
  136. package/lib/cjs/render/GraphicBranch.d.ts +3 -1
  137. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  138. package/lib/cjs/render/GraphicBranch.js +2 -2
  139. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  140. package/lib/cjs/render/GraphicTemplate.js +1 -2
  141. package/lib/cjs/render/GraphicTemplate.js.map +1 -1
  142. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  143. package/lib/cjs/render/Pixel.d.ts +9 -7
  144. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  145. package/lib/cjs/render/Pixel.js +20 -5
  146. package/lib/cjs/render/Pixel.js.map +1 -1
  147. package/lib/cjs/render/RenderPlan.js +3 -3
  148. package/lib/cjs/render/RenderPlan.js.map +1 -1
  149. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  150. package/lib/cjs/render/RenderSystem.js +6 -7
  151. package/lib/cjs/render/RenderSystem.js.map +1 -1
  152. package/lib/cjs/render/UpsampleRealityMeshParams.js +1 -2
  153. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
  154. package/lib/cjs/render/VisibleFeature.js +1 -2
  155. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  156. package/lib/cjs/render/webgl/AttributeBuffers.js +5 -5
  157. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  158. package/lib/cjs/render/webgl/BranchState.d.ts +2 -0
  159. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  160. package/lib/cjs/render/webgl/BranchState.js +2 -0
  161. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  162. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  163. package/lib/cjs/render/webgl/ClippingProgram.js +2 -2
  164. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  165. package/lib/cjs/render/webgl/DrawCommand.js +3 -3
  166. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  167. package/lib/cjs/render/webgl/FeatureOverrides.js +2 -2
  168. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  169. package/lib/cjs/render/webgl/FrustumUniforms.js +2 -2
  170. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  171. package/lib/cjs/render/webgl/Graphic.d.ts +3 -0
  172. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/Graphic.js +4 -0
  174. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  175. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -2
  176. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  177. package/lib/cjs/render/webgl/Material.js +4 -4
  178. package/lib/cjs/render/webgl/Material.js.map +1 -1
  179. package/lib/cjs/render/webgl/Matrix.js +3 -3
  180. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  181. package/lib/cjs/render/webgl/RenderFlags.js +2 -2
  182. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  183. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  184. package/lib/cjs/render/webgl/SceneCompositor.js +8 -5
  185. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  186. package/lib/cjs/render/webgl/ScratchDrawParams.js +2 -3
  187. package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
  188. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  189. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  190. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -2
  191. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  192. package/lib/cjs/render/webgl/Sync.js +3 -4
  193. package/lib/cjs/render/webgl/Sync.js.map +1 -1
  194. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  195. package/lib/cjs/render/webgl/System.js +7 -7
  196. package/lib/cjs/render/webgl/System.js.map +1 -1
  197. package/lib/cjs/render/webgl/Target.js +1 -1
  198. package/lib/cjs/render/webgl/Target.js.map +1 -1
  199. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/TechniqueId.js +1 -2
  201. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  202. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Texture.js +2 -2
  204. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  205. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  206. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -2
  207. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  208. package/lib/cjs/render/webgl/glsl/Animation.js +1 -2
  209. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  210. package/lib/cjs/render/webgl/glsl/Atmosphere.js +1 -2
  211. package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -1
  212. package/lib/cjs/render/webgl/glsl/Blur.js +1 -2
  213. package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
  214. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +1 -2
  215. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
  216. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +1 -2
  217. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/Clipping.js +2 -2
  219. package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
  220. package/lib/cjs/render/webgl/glsl/Color.js +2 -3
  221. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  222. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -2
  223. package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
  224. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -2
  225. package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
  226. package/lib/cjs/render/webgl/glsl/Common.js +7 -7
  227. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  228. package/lib/cjs/render/webgl/glsl/Composite.js +1 -2
  229. package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
  230. package/lib/cjs/render/webgl/glsl/Contours.js +1 -2
  231. package/lib/cjs/render/webgl/glsl/Contours.js.map +1 -1
  232. package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -2
  233. package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +1 -2
  235. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -5
  237. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  238. package/lib/cjs/render/webgl/glsl/Decode.js +2 -2
  239. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/EDL.js +4 -5
  241. package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -2
  243. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  244. package/lib/cjs/render/webgl/glsl/Edge.js +2 -3
  245. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +15 -15
  247. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  248. package/lib/cjs/render/webgl/glsl/Fragment.js +6 -6
  249. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  250. package/lib/cjs/render/webgl/glsl/Instancing.js +3 -4
  251. package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
  252. package/lib/cjs/render/webgl/glsl/Lighting.js +1 -2
  253. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  254. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -2
  255. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
  256. package/lib/cjs/render/webgl/glsl/LookupTable.js +1 -2
  257. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  258. package/lib/cjs/render/webgl/glsl/Monochrome.js +2 -3
  259. package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
  260. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +5 -5
  261. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  262. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +1 -1
  263. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  264. package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -3
  265. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  266. package/lib/cjs/render/webgl/glsl/PointString.js +2 -3
  267. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  268. package/lib/cjs/render/webgl/glsl/Polyline.js +6 -6
  269. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  270. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -5
  271. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  272. package/lib/cjs/render/webgl/glsl/RenderPass.js +1 -2
  273. package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
  274. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -2
  275. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  276. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -2
  277. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  278. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -2
  279. package/lib/cjs/render/webgl/glsl/SkySphere.js.map +1 -1
  280. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +3 -3
  281. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  282. package/lib/cjs/render/webgl/glsl/Surface.js +6 -6
  283. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  284. package/lib/cjs/render/webgl/glsl/Thematic.js +2 -3
  285. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  286. package/lib/cjs/render/webgl/glsl/Translucency.js +2 -2
  287. package/lib/cjs/render/webgl/glsl/Translucency.js.map +1 -1
  288. package/lib/cjs/render/webgl/glsl/Vertex.js +13 -13
  289. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  290. package/lib/cjs/render/webgl/glsl/Viewport.js +3 -4
  291. package/lib/cjs/render/webgl/glsl/Viewport.js.map +1 -1
  292. package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -2
  293. package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
  294. package/lib/cjs/render/webgl/glsl/Wiremesh.js +1 -2
  295. package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -1
  296. package/lib/cjs/request/Request.d.ts.map +1 -1
  297. package/lib/cjs/request/Request.js +2 -2
  298. package/lib/cjs/request/Request.js.map +1 -1
  299. package/lib/cjs/request/utils.js +3 -4
  300. package/lib/cjs/request/utils.js.map +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, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { PackedFeature } from \"@itwin/core-common\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { EnableAtmosphere, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() {\r\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\r\n }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n const enableAtmosphere = target.wantAtmosphere ? EnableAtmosphere.Yes : EnableAtmosphere.No;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType, enableAtmosphere);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\nconst scratchFeature = PackedFeature.create();\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(Id64.fromUint32PairObject(feature.modelId))))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { PackedFeature } from \"@itwin/core-common\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { isFeatureHilited } from \"./FeatureOverrides\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Hilites, Target } from \"./Target\";\r\nimport { EnableAtmosphere, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, IsWiremesh, TechniqueFlags } from \"./TechniqueFlags\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport class ShaderProgramParams {\r\n private _target?: Target;\r\n private _renderPass: RenderPass = RenderPass.None;\r\n\r\n public get target(): Target {\r\n assert(undefined !== this._target);\r\n return this._target;\r\n }\r\n\r\n public get renderPass() { return this._renderPass; }\r\n\r\n public get projectionMatrix() { return this.target.uniforms.getProjectionMatrix32(this.isViewCoords); }\r\n public bindProjectionMatrix(uniform: UniformHandle) { this.target.uniforms.bindProjectionMatrix(uniform, this.isViewCoords); }\r\n\r\n public get isViewCoords() { return RenderPass.ViewOverlay === this.renderPass || RenderPass.Background === this.renderPass; }\r\n public get isOverlayPass() { return RenderPass.WorldOverlay === this.renderPass || RenderPass.ViewOverlay === this.renderPass; }\r\n public get context() { return System.instance.context; }\r\n\r\n public init(target: Target, pass: RenderPass = RenderPass.OpaqueGeneral) {\r\n this._renderPass = pass;\r\n this._target = target;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class DrawParams {\r\n private _programParams?: ShaderProgramParams;\r\n private _geometry?: CachedGeometry;\r\n\r\n public get geometry(): CachedGeometry {\r\n assert(undefined !== this._geometry);\r\n return this._geometry;\r\n }\r\n\r\n public get programParams(): ShaderProgramParams {\r\n assert(undefined !== this._programParams);\r\n return this._programParams;\r\n }\r\n\r\n public get target() { return this.programParams.target; }\r\n public get renderPass() { return this.programParams.renderPass; }\r\n public get projectionMatrix() { return this.programParams.projectionMatrix; }\r\n public get isViewCoords() {\r\n return this.programParams.isViewCoords || this.target.currentBranch.forceViewCoords;\r\n }\r\n public get isOverlayPass() { return this.programParams.isOverlayPass; }\r\n public get context() { return this.programParams.context; }\r\n\r\n public init(programParams: ShaderProgramParams, geometry: CachedGeometry) {\r\n this._programParams = programParams;\r\n this._geometry = geometry;\r\n }\r\n}\r\n\r\n/** Defines operation associated with pushing or popping a branch\r\n * @internal\r\n */\r\nexport const enum PushOrPop {\r\n Push,\r\n Pop,\r\n}\r\n\r\n/** Represents a command to be executed within a RenderPass. The most common command is\r\n * to draw a primitive; others involve state changes such as pushing/popping transforms\r\n * and symbology overrides, which require that commands be executed in order.\r\n * @internal\r\n */\r\nexport enum DrawOpCode {\r\n Primitive = \"drawPrimitive\", // eslint-disable-line @typescript-eslint/no-shadow\r\n PushBranch = \"pushBranch\",\r\n PopBranch = \"popBranch\",\r\n PushBatch = \"pushBatch\",\r\n PopBatch = \"popBatch\",\r\n PushState = \"pushState\",\r\n PushClip = \"pushClip\",\r\n PopClip = \"popClip\",\r\n}\r\n\r\n/** @internal */\r\nexport class PopBatchCommand {\r\n public readonly opcode = \"popBatch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBatchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.popBatch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBatchCommand {\r\n public readonly opcode = \"pushBatch\";\r\n\r\n public constructor(public readonly batch: Batch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushBatch(this.batch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushStateCommand {\r\n public readonly opcode = \"pushState\";\r\n\r\n public constructor(public readonly state: BranchState) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.pushState(this.state);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushBranchCommand {\r\n public readonly opcode = \"pushBranch\";\r\n\r\n public constructor(public readonly branch: Branch) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.pushBranch(this.branch);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopBranchCommand {\r\n public readonly opcode = \"popBranch\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopBranchCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.popBranch();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PushClipCommand {\r\n public readonly opcode = \"pushClip\";\r\n\r\n public constructor(public readonly clip: ClipVolume) { }\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.push(this.clip);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PopClipCommand {\r\n public readonly opcode = \"popClip\";\r\n\r\n private constructor() { }\r\n\r\n public static instance = new PopClipCommand();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n exec.target.uniforms.branch.clipStack.pop();\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class PrimitiveCommand {\r\n public readonly opcode = \"drawPrimitive\";\r\n\r\n public constructor(public readonly primitive: Primitive) { }\r\n\r\n private static readonly _scratchTechniqueFlags = new TechniqueFlags();\r\n\r\n public execute(exec: ShaderProgramExecutor): void {\r\n if (exec.target.isGeometryOutsideActiveVolume(this.primitive.cachedGeometry))\r\n return;\r\n\r\n const techniqueId = this.primitive.techniqueId;\r\n if (TechniqueId.Invalid === techniqueId)\r\n return;\r\n\r\n const target = exec.target;\r\n const thematic = this.primitive.cachedGeometry.supportsThematicDisplay && target.wantThematicDisplay;\r\n const shadowable = (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh) && target.solarShadowMap.isReady && target.currentViewFlags.shadows && !thematic;\r\n const isShadowable = shadowable ? IsShadowable.Yes : IsShadowable.No;\r\n let isThematic = thematic ? IsThematic.Yes : IsThematic.No;\r\n const isClassified = (undefined !== target.currentPlanarClassifierOrDrape || undefined !== target.activeVolumeClassifierTexture) ? IsClassified.Yes : IsClassified.No;\r\n const isInstanced = this.primitive.isInstanced ? IsInstanced.Yes : IsInstanced.No;\r\n const isAnimated = this.primitive.hasAnimation ? IsAnimated.Yes : IsAnimated.No;\r\n\r\n // Point clouds do not support hillshade or slope mode for thematic display.\r\n if (isThematic && (undefined !== this.primitive.cachedGeometry.asPointCloud) && (target.uniforms.thematic.wantSlopeMode || target.uniforms.thematic.wantHillShadeMode))\r\n isThematic = IsThematic.No;\r\n\r\n const wiremesh = target.currentViewFlags.wiremesh && (techniqueId === TechniqueId.Surface || techniqueId === TechniqueId.RealityMesh);\r\n const isWiremesh = wiremesh ? IsWiremesh.Yes : IsWiremesh.No;\r\n const flags = PrimitiveCommand._scratchTechniqueFlags;\r\n const posType = this.primitive.cachedGeometry.usesQuantizedPositions ? \"quantized\" : \"unquantized\";\r\n const enableAtmosphere = target.wantAtmosphere ? EnableAtmosphere.Yes : EnableAtmosphere.No;\r\n flags.init(target, exec.renderPass, isInstanced, isAnimated, isClassified, isShadowable, isThematic, isWiremesh, posType, enableAtmosphere);\r\n\r\n const technique = target.techniques.getTechnique(techniqueId);\r\n const program = technique.getShader(flags);\r\n\r\n if (exec.setProgram(program))\r\n exec.target.compositor.drawPrimitive(this.primitive, exec, program.outputsToPick);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.primitive.hasFeatures; }\r\n public get renderOrder(): RenderOrder { return this.primitive.renderOrder; }\r\n\r\n public getPass(target: Target): Pass {\r\n return this.primitive.getPass(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport type PushCommand = PushBranchCommand | PushBatchCommand | PushStateCommand | PushClipCommand;\r\n/** @internal */\r\nexport type PopCommand = PopBranchCommand | PopBatchCommand | PopClipCommand;\r\n/** @internal */\r\nexport type DrawCommand = PushCommand | PopCommand | PrimitiveCommand;\r\n\r\n/** For a single RenderPass, an ordered list of commands to be executed during that pass.\r\n * @internal\r\n */\r\nexport type DrawCommands = DrawCommand[];\r\n\r\n/** Extracts the commands for rendering the flashed classifier (if any) from the by-index set of volume classifier commands.\r\n * NB: Cmds will be sets of some pushes, a primitive, and then some pops (equal to number of pushes).\r\n * The primitive should be right in the middle of a set. We need to find the set which matches the flashID.\r\n * @internal\r\n */\r\nexport function extractFlashedVolumeClassifierCommands(flashedId: Id64String, cmds: DrawCommands, numCmdsPerClassifier: number): DrawCommands | undefined {\r\n if (!Id64.isValid(flashedId) || 0 === numCmdsPerClassifier)\r\n return undefined;\r\n\r\n const firstPrim = (numCmdsPerClassifier - 1) / 2;\r\n for (let i = firstPrim; i < cmds.length; i += numCmdsPerClassifier) {\r\n assert(\"drawPrimitive\" === cmds[i].opcode, \"Command list not configured as expected.\");\r\n const pc: PrimitiveCommand = cmds[i] as PrimitiveCommand;\r\n const surface = pc.primitive.cachedGeometry.asSurface;\r\n if (undefined !== surface && undefined !== surface.mesh.uniformFeatureId) {\r\n let j = i - 1;\r\n while (j >= 0 && \"pushBatch\" !== cmds[j].opcode) // Find batch for this primitive\r\n j--;\r\n if (j < 0)\r\n continue;\r\n\r\n const pushBatch = cmds[j] as PushBatchCommand;\r\n const elemId = pushBatch.batch.featureTable.findElementId(surface.mesh.uniformFeatureId);\r\n if (undefined !== elemId && elemId === flashedId) {\r\n return cmds.slice(i - firstPrim, i + firstPrim + 1);\r\n }\r\n }\r\n }\r\n\r\n return undefined;\r\n}\r\n\r\nconst scratchFeature = PackedFeature.create();\r\n\r\n/** @internal */\r\nexport function extractHilitedVolumeClassifierCommands(hilites: Hilites, cmds: DrawCommands): DrawCommands {\r\n // TODO: This could really be done at the time the HiliteClassification render pass commands are being generated\r\n // by just not putting the ones which are not hilited into the ClassificationHilite command list.\r\n const result: DrawCommand[] = [];\r\n\r\n let batch;\r\n for (const cmd of cmds) {\r\n switch (cmd.opcode) {\r\n case \"popBranch\":\r\n if (result.length > 0 && \"pushBranch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"popBatch\":\r\n batch = undefined;\r\n if (result.length > 0 && \"pushBatch\" === result[result.length - 1].opcode) {\r\n result.pop(); // remove empty push/pop pairs\r\n continue;\r\n }\r\n break;\r\n case \"pushBatch\":\r\n batch = cmd.batch;\r\n break;\r\n case \"drawPrimitive\":\r\n if (undefined !== batch) {\r\n // Skip any primitives that are not hilited.\r\n const surface = cmd.primitive.cachedGeometry.asSurface;\r\n if (undefined === surface || undefined === surface.mesh.uniformFeatureId)\r\n continue;\r\n\r\n const feature = batch.featureTable.getPackedFeature(surface.mesh.uniformFeatureId, scratchFeature);\r\n if (undefined === feature || !isFeatureHilited(feature, hilites, hilites.models.hasId(Id64.fromUint32PairObject(feature.modelId))))\r\n continue;\r\n\r\n break;\r\n }\r\n }\r\n\r\n result.push(cmd);\r\n }\r\n\r\n return result;\r\n}\r\n"]}
@@ -7,7 +7,8 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.FeatureOverrides = exports.isFeatureHilited = void 0;
10
+ exports.FeatureOverrides = void 0;
11
+ exports.isFeatureHilited = isFeatureHilited;
11
12
  const core_bentley_1 = require("@itwin/core-bentley");
12
13
  const core_common_1 = require("@itwin/core-common");
13
14
  const LineCode_1 = require("./LineCode");
@@ -25,7 +26,6 @@ function isFeatureHilited(feature, hilites, isModelHilited) {
25
26
  return isModelHilited || hilites.elements.hasPair(feature.elementId) || hilites.subcategories.hasPair(feature.subCategoryId);
26
27
  return hilites.elements.hasPair(feature.elementId) || (isModelHilited && hilites.subcategories.hasPair(feature.subCategoryId));
27
28
  }
28
- exports.isFeatureHilited = isFeatureHilited;
29
29
  const scratchPackedFeature = core_common_1.PackedFeature.createWithIndex();
30
30
  /** @internal */
31
31
  class FeatureOverrides {
@@ -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, 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\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\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 3 === 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 = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\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 setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n let alpha = 1.0 - 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(transparencyByteIndex, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!viewDependentTransparency) {\r\n curFlags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n\r\n return curFlags;\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 3 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 // [2]\r\n // RGB = line rgb\r\n // A = line alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 3;\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 flags |= OvrFlags.Alpha;\r\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\r\n }\r\n\r\n const lineRgb = app.getLineRgb();\r\n if (lineRgb) {\r\n flags |= OvrFlags.LineRgb;\r\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\r\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\r\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\r\n }\r\n\r\n const lineTransp = app.getLineTransparency();\r\n if (undefined !== lineTransp) {\r\n flags |= OvrFlags.LineAlpha;\r\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\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 * 3;\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 * 3;\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"]}
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, 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\nimport { computeDimensions } from \"../../common/internal/render/VertexTable\";\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 3 === 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 = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);\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 setTransparency(transparency: number, viewDependentTransparency: true | undefined, data: Texture2DDataUpdater, transparencyByteIndex: number, curFlags: OvrFlags): OvrFlags {\r\n // transparency in range [0, 1]...convert to byte and invert so 0=transparent...\r\n let alpha = 1.0 - 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(transparencyByteIndex, alpha);\r\n if (0xff === alpha) {\r\n this._anyOpaque = true;\r\n } else {\r\n this._anyTranslucent = true;\r\n if (!viewDependentTransparency) {\r\n curFlags |= OvrFlags.ViewIndependentTransparency;\r\n this._anyViewIndependentTranslucent = true;\r\n }\r\n }\r\n\r\n return curFlags;\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 3 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 // [2]\r\n // RGB = line rgb\r\n // A = line alpha\r\n for (const feature of map.iterable(scratchPackedFeature)) {\r\n const i = feature.index;\r\n const dataIndex = i * 4 * 3;\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 flags |= OvrFlags.Alpha;\r\n flags = this.setTransparency(app.transparency, app.viewDependentTransparency, data, dataIndex + 7, flags);\r\n }\r\n\r\n const lineRgb = app.getLineRgb();\r\n if (lineRgb) {\r\n flags |= OvrFlags.LineRgb;\r\n data.setByteAtIndex(dataIndex + 8, lineRgb.r);\r\n data.setByteAtIndex(dataIndex + 9, lineRgb.g);\r\n data.setByteAtIndex(dataIndex + 10, lineRgb.b);\r\n }\r\n\r\n const lineTransp = app.getLineTransparency();\r\n if (undefined !== lineTransp) {\r\n flags |= OvrFlags.LineAlpha;\r\n flags = this.setTransparency(lineTransp, app.viewDependentTransparency, data, dataIndex + 11, flags);\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 * 3;\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 * 3;\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"]}
@@ -7,7 +7,8 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.fromSumOf = exports.FrustumUniforms = void 0;
10
+ exports.FrustumUniforms = void 0;
11
+ exports.fromSumOf = fromSumOf;
11
12
  const core_geometry_1 = require("@itwin/core-geometry");
12
13
  const core_common_1 = require("@itwin/core-common");
13
14
  const IModelFrameLifecycle_1 = require("./IModelFrameLifecycle");
@@ -169,7 +170,6 @@ function fromSumOf(p, v, scale, out) {
169
170
  result.z = p.z + v.z * scale;
170
171
  return result;
171
172
  }
172
- exports.fromSumOf = fromSumOf;
173
173
  function dotDifference(pt, origin, vec) {
174
174
  return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;
175
175
  }
@@ -1 +1 @@
1
- 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-------------\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 { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
1
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---------------\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 { InverseMatrixState, Matrix4d, Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, Npc } from \"@itwin/core-common\";\r\nimport { UniformHandle } from \"./UniformHandle\";\r\nimport { IModelFrameLifecycle } from \"./IModelFrameLifecycle\";\r\nimport { Matrix4 } from \"./Matrix\";\r\nimport { desync, sync } from \"./Sync\";\r\n\r\n/** @internal */\r\nexport const enum FrustumUniformType { // eslint-disable-line no-restricted-syntax\r\n TwoDee,\r\n Orthographic,\r\n Perspective,\r\n}\r\n\r\n/** @internal */\r\nexport const enum Plane { // eslint-disable-line no-restricted-syntax\r\n kTop,\r\n kBottom,\r\n kLeft,\r\n kRight,\r\n}\r\n\r\nconst enum FrustumData { // eslint-disable-line no-restricted-syntax\r\n kNear,\r\n kFar,\r\n kType,\r\n}\r\n\r\n/** Represents a Target's frustum for use in glsl as a pair of uniforms.\r\n * Do not modify fields of exposed objects directly. e.g., do not directly manipulate the projection or view matrices - use the appropriate APIs.\r\n * @internal\r\n */\r\nexport class FrustumUniforms {\r\n // CPU state. Do not modify - use APIs.\r\n public readonly planFrustum = new Frustum();\r\n private _planFraction = 0;\r\n private readonly _nearPlaneCenter = new Point3d();\r\n public readonly viewMatrix = Transform.createIdentity();\r\n public readonly projectionMatrix = Matrix4d.createIdentity();\r\n private readonly _worldUpVector = Vector3d.unitZ();\r\n private readonly _viewUpVector = Vector3d.unitZ();\r\n\r\n // GPU state\r\n private readonly _planeData: Float32Array = new Float32Array(4);\r\n private readonly _frustumData: Float32Array = new Float32Array(3);\r\n public readonly projectionMatrix32 = new Matrix4();\r\n private readonly _logZData = new Float32Array(2);\r\n private readonly _viewUpVector32 = new Float32Array(3);\r\n\r\n // SyncTarget\r\n public syncKey = 0;\r\n\r\n // Scratch variables\r\n private readonly _scratch = {\r\n point3d: new Point3d(),\r\n vec3d: new Vector3d(),\r\n viewX: new Vector3d(),\r\n viewY: new Vector3d(),\r\n viewZ: new Vector3d(),\r\n };\r\n\r\n public constructor() {\r\n }\r\n\r\n public bindProjectionMatrix(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setMatrix4(this.projectionMatrix32);\r\n }\r\n\r\n public bindUpVector(uniform: UniformHandle): void {\r\n if (!sync(this, uniform))\r\n uniform.setUniform3fv(this._viewUpVector32);\r\n }\r\n\r\n // uniform vec4 u_frustumPlanes; // { top, bottom, left, right }\r\n public get planes(): Float32Array { return this._planeData; }\r\n\r\n // uniform vec3 u_frustum; // { near, far, type }\r\n public get frustum(): Float32Array { return this._frustumData; }\r\n\r\n public get nearPlane(): number { return this._frustumData[FrustumData.kNear]; }\r\n public get farPlane(): number { return this._frustumData[FrustumData.kFar]; }\r\n public get type(): FrustumUniformType { return this.frustum[FrustumData.kType] as FrustumUniformType; }\r\n public get is2d(): boolean { return FrustumUniformType.TwoDee === this.type; }\r\n public get planFraction(): number { return this._planFraction; }\r\n\r\n // uniform vec2 u_logZ where x = 1/near and y = log(far/near)\r\n public get logZ(): Float32Array { return this._logZData; }\r\n\r\n public changeFrustum(newFrustum: Frustum, newFraction: number, is3d: boolean): void {\r\n if (newFraction === this._planFraction && is3d !== this.is2d && newFrustum.equals(this.planFrustum))\r\n return;\r\n\r\n desync(this);\r\n\r\n newFrustum.clone(this.planFrustum);\r\n\r\n const farLowerLeft = newFrustum.getCorner(Npc.LeftBottomRear);\r\n const farLowerRight = newFrustum.getCorner(Npc.RightBottomRear);\r\n const farUpperLeft = newFrustum.getCorner(Npc.LeftTopRear);\r\n const farUpperRight = newFrustum.getCorner(Npc.RightTopRear);\r\n const nearLowerLeft = newFrustum.getCorner(Npc.LeftBottomFront);\r\n const nearLowerRight = newFrustum.getCorner(Npc.RightBottomFront);\r\n const nearUpperLeft = newFrustum.getCorner(Npc.LeftTopFront);\r\n const nearUpperRight = newFrustum.getCorner(Npc.RightTopFront);\r\n\r\n const nearCenter = nearLowerLeft.interpolate(0.5, nearUpperRight, this._scratch.point3d);\r\n\r\n const viewX = normalizedDifference(nearLowerRight, nearLowerLeft, this._scratch.viewX);\r\n const viewY = normalizedDifference(nearUpperLeft, nearLowerLeft, this._scratch.viewY);\r\n const viewZ = viewX.crossProduct(viewY, this._scratch.viewZ).normalize()!;\r\n\r\n this._planFraction = newFraction;\r\n\r\n if (!is3d || newFraction > 0.999) { // ortho or 2d\r\n const halfWidth = Vector3d.createStartEnd(farLowerRight, farLowerLeft, this._scratch.vec3d).magnitude() * 0.5;\r\n const halfHeight = Vector3d.createStartEnd(farLowerRight, farUpperRight).magnitude() * 0.5;\r\n const depth = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d).magnitude();\r\n\r\n lookIn(nearCenter, viewX, viewY, viewZ, this.viewMatrix);\r\n ortho(-halfWidth, halfWidth, -halfHeight, halfHeight, 0, depth, this.projectionMatrix);\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(halfHeight, -halfHeight, -halfWidth, halfWidth);\r\n this.setFrustum(0, depth, is3d ? FrustumUniformType.Orthographic : FrustumUniformType.TwoDee);\r\n } else { // perspective\r\n const scale = 1.0 / (1.0 - newFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, this._scratch.vec3d);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, this._scratch.point3d);\r\n\r\n const frustumLeft = dotDifference(farLowerLeft, cameraPosition, viewX) * newFraction;\r\n const frustumRight = dotDifference(farLowerRight, cameraPosition, viewX) * newFraction;\r\n const frustumBottom = dotDifference(farLowerLeft, cameraPosition, viewY) * newFraction;\r\n const frustumTop = dotDifference(farUpperLeft, cameraPosition, viewY) * newFraction;\r\n const frustumFront = -dotDifference(nearLowerLeft, cameraPosition, viewZ);\r\n const frustumBack = -dotDifference(farLowerLeft, cameraPosition, viewZ);\r\n\r\n lookIn(cameraPosition, viewX, viewY, viewZ, this.viewMatrix);\r\n frustum(frustumLeft, frustumRight, frustumBottom, frustumTop, frustumFront, frustumBack, this.projectionMatrix);\r\n\r\n IModelFrameLifecycle.onChangeCameraView.raiseEvent({\r\n cameraPosition,\r\n viewX,\r\n viewY,\r\n viewZ,\r\n });\r\n IModelFrameLifecycle.onChangeCameraFrustum.raiseEvent({\r\n type: FrustumUniformType.Perspective,\r\n left: frustumLeft,\r\n right: frustumRight,\r\n bottom: frustumBottom,\r\n top: frustumTop,\r\n front: frustumFront,\r\n back: frustumBack,\r\n });\r\n\r\n this._nearPlaneCenter.setFrom(nearLowerLeft);\r\n this._nearPlaneCenter.interpolate(0.5, nearUpperRight, this._nearPlaneCenter);\r\n\r\n this.setPlanes(frustumTop, frustumBottom, frustumLeft, frustumRight);\r\n this.setFrustum(frustumFront, frustumBack, FrustumUniformType.Perspective);\r\n }\r\n\r\n this.viewMatrix.matrix.inverseState = InverseMatrixState.unknown;\r\n\r\n this.viewMatrix.matrix.multiplyVector(this._worldUpVector, this._viewUpVector);\r\n this._viewUpVector.normalizeInPlace();\r\n this._viewUpVector32[0] = this._viewUpVector.x;\r\n this._viewUpVector32[1] = this._viewUpVector.y;\r\n this._viewUpVector32[2] = this._viewUpVector.z;\r\n\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n public changeProjectionMatrix(newMatrix: Matrix4d): void {\r\n desync(this);\r\n this.projectionMatrix.setFrom(newMatrix);\r\n this.projectionMatrix32.initFromMatrix4d(this.projectionMatrix);\r\n }\r\n\r\n protected setPlanes(top: number, bottom: number, left: number, right: number): void {\r\n this._planeData[Plane.kTop] = top;\r\n this._planeData[Plane.kBottom] = bottom;\r\n this._planeData[Plane.kLeft] = left;\r\n this._planeData[Plane.kRight] = right;\r\n }\r\n\r\n protected setFrustum(nearPlane: number, farPlane: number, type: FrustumUniformType): void {\r\n this._frustumData[FrustumData.kNear] = nearPlane;\r\n this._frustumData[FrustumData.kFar] = farPlane;\r\n this._frustumData[FrustumData.kType] = type as number;\r\n\r\n // If nearPlane is zero, we don't have a camera (or got very unlucky); in that case shader will compute linear depth.\r\n this._logZData[0] = 0 !== nearPlane ? 1 / nearPlane : 0;\r\n this._logZData[1] = 0 !== nearPlane ? Math.log(farPlane / nearPlane) : farPlane;\r\n }\r\n}\r\n\r\nfunction normalizedDifference(p0: Point3d, p1: Point3d, out?: Vector3d): Vector3d {\r\n const result = undefined !== out ? out : new Vector3d();\r\n result.x = p0.x - p1.x;\r\n result.y = p0.y - p1.y;\r\n result.z = p0.z - p1.z;\r\n result.normalizeInPlace();\r\n return result;\r\n}\r\n\r\n/** @internal */\r\nexport function fromSumOf(p: Point3d, v: Vector3d, scale: number, out?: Point3d) {\r\n const result = undefined !== out ? out : new Point3d();\r\n result.x = p.x + v.x * scale;\r\n result.y = p.y + v.y * scale;\r\n result.z = p.z + v.z * scale;\r\n return result;\r\n}\r\n\r\nfunction dotDifference(pt: Point3d, origin: Point3d, vec: Vector3d): number {\r\n return (pt.x - origin.x) * vec.x + (pt.y - origin.y) * vec.y + (pt.z - origin.z) * vec.z;\r\n}\r\n\r\nfunction lookIn(eye: Point3d, viewX: Vector3d, viewY: Vector3d, viewZ: Vector3d, result: Transform) {\r\n const rot = result.matrix.coffs;\r\n rot[0] = viewX.x;\r\n rot[1] = viewX.y;\r\n rot[2] = viewX.z;\r\n rot[3] = viewY.x;\r\n rot[4] = viewY.y;\r\n rot[5] = viewY.z;\r\n rot[6] = viewZ.x;\r\n rot[7] = viewZ.y;\r\n rot[8] = viewZ.z;\r\n\r\n result.origin.x = -viewX.dotProduct(eye);\r\n result.origin.y = -viewY.dotProduct(eye);\r\n result.origin.z = -viewZ.dotProduct(eye);\r\n}\r\n\r\nfunction ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n 2.0 / (right - left), 0.0, 0.0, -(right + left) / (right - left),\r\n 0.0, 2.0 / (top - bottom), 0.0, -(top + bottom) / (top - bottom),\r\n 0.0, 0.0, -2.0 / (far - near), -(far + near) / (far - near),\r\n 0.0, 0.0, 0.0, 1.0,\r\n result);\r\n}\r\n\r\nfunction frustum(left: number, right: number, bottom: number, top: number, near: number, far: number, result: Matrix4d) {\r\n Matrix4d.createRowValues(\r\n (2.0 * near) / (right - left), 0.0, (right + left) / (right - left), 0.0,\r\n 0.0, (2.0 * near) / (top - bottom), (top + bottom) / (top - bottom), 0.0,\r\n 0.0, 0.0, -(far + near) / (far - near), -(2.0 * far * near) / (far - near),\r\n 0.0, 0.0, -1.0, 0.0,\r\n result);\r\n}\r\n"]}
@@ -54,6 +54,7 @@ export interface BatchContext {
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  iModel?: IModelConnection;
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  transformFromIModel?: Transform;
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  viewAttachmentId?: Id64String;
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+ inSectionDrawingAttachment?: boolean;
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  }
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  /** @internal exported strictly for tests. */
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  export declare class PerTargetBatchData {
@@ -103,6 +104,7 @@ export declare class Batch extends Graphic {
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  get batchIModel(): IModelConnection | undefined;
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  get transformFromBatchIModel(): Transform | undefined;
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  get viewAttachmentId(): string | undefined;
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+ get inSectionDrawingAttachment(): boolean | undefined;
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  setContext(batchId: number, branch: BranchState): void;
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  resetContext(): void;
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  constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions);
@@ -132,6 +134,7 @@ export declare class Branch extends Graphic {
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  readonly appearanceProvider?: FeatureAppearanceProvider;
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  readonly secondaryClassifiers?: PlanarClassifier[];
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  readonly viewAttachmentId?: Id64String;
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+ readonly inSectionDrawingAttachment?: boolean;
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  disableClipStyle?: true;
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  readonly transformFromExternalIModel?: Transform;
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  constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions);
@@ -1 +1 @@
1
- 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@@ -184,17 +184,20 @@ class Batch extends Graphic {
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  get batchIModel() { return this._context.iModel; }
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  get transformFromBatchIModel() { return this._context.transformFromIModel; }
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  get viewAttachmentId() { return this._context.viewAttachmentId; }
187
+ get inSectionDrawingAttachment() { return this._context.inSectionDrawingAttachment; }
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  setContext(batchId, branch) {
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  this._context.batchId = batchId;
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  this._context.iModel = branch.iModel;
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  this._context.transformFromIModel = branch.transformFromIModel;
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  this._context.viewAttachmentId = branch.viewAttachmentId;
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+ this._context.inSectionDrawingAttachment = branch.inSectionDrawingAttachment;
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  }
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  resetContext() {
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  this._context.batchId = 0;
195
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  this._context.iModel = undefined;
196
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  this._context.transformFromIModel = undefined;
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  this._context.viewAttachmentId = undefined;
200
+ this._context.inSectionDrawingAttachment = undefined;
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  }
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  constructor(graphic, features, range, options) {
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  super();
@@ -262,6 +265,7 @@ class Branch extends Graphic {
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  this.iModel = opts.iModel;
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  this.frustum = opts.frustum;
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  this.viewAttachmentId = opts.viewAttachmentId;
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+ this.inSectionDrawingAttachment = opts.inSectionDrawingAttachment;
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  this.disableClipStyle = opts.disableClipStyle;
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  this.transformFromExternalIModel = opts.transformFromIModel;
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  if (opts.hline)