@itwin/core-frontend 4.4.0-dev.31 → 4.4.0-dev.32
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +6 -0
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +6 -0
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/package.json +18 -18
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAiC,WAAW,EAAa,MAAM,qBAAqB,CAAC;AAC5F,OAAO,EAAE,QAAQ,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAEvF,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC/D,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAM5C,cAAM,gBAAgB;IAEmC,UAAU,EAAE,wBAAwB;IAAS,eAAe,EAAE,OAAO;IADrH,UAAU,EAAE,gBAAgB,CAAC;gBACxB,UAAU,EAAE,sBAAsB,EAAS,UAAU,EAAE,wBAAwB,EAAS,eAAe,EAAE,OAAO;IAGrH,KAAK,CAAC,eAAe,EAAE,OAAO;CAGtC;AACD,KAAK,yBAAyB,GAAG,cAAc,GAAG,gBAAgB,CAAC;AAEnE,cAAM,mBAAoB,YAAW,WAAW;IAC3B,OAAO,EAAE,aAAa,GAAG,SAAS;IAAE,OAAO,CAAC,yBAAyB;gBAArE,OAAO,EAAE,aAAa,GAAG,SAAS,EAAU,yBAAyB,EAAE,gBAAgB,GAAG,OAAO;IACpH,IAAW,WAAW,YAAyE;IAExF,OAAO,IAAI,IAAI;IAef,mBAAmB,IAAI,QAAQ,GAAG,SAAS;IAG3C,gBAAgB,IAAI,OAAO,GAAG,SAAS;IAIvC,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;CA8C3C;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,WAAW;IACnC,MAAM,EAAE,mBAAmB,EAAE;gBAA7B,MAAM,EAAE,mBAAmB,EAAE;WAClC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,EAAE;IA6CnD,OAAO,IAAI,IAAI;CAGvB;AACD,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IACvC,SAAgB,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAE5C,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,EAAE,MAAM;IAkB1M,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAYlB,eAAe,CAAC,MAAM,EAAE,iBAAiB;IAOvD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IACpG,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAC5C,IAAW,SAAS,IAAI,SAAS,GAAG,SAAS,CAA4B;IAEzE,OAAO,CAAC,kBAAkB,CAA4B;IACtD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAc;IAClC,aAAa,EAAE,oBAAoB,GAAG,SAAS,CAAC;IACvD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,SAAgB,SAAS,EAAE,QAAQ,GAAG,SAAS,CAAC;IAChD,OAAO,CAAC,kBAAkB,CAAU;IACpC,OAAO,CAAC,UAAU,CAAU;IAC5B,OAAO,CAAC,uBAAuB,CAAU;IAEzC,OAAO;IAuBS,OAAO;WAOT,gBAAgB,CAAC,IAAI,EAAE,iBAAiB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS,EAAE,sBAAsB,UAAQ;WAc1G,qBAAqB,CAAC,WAAW,EAAE,iBAAiB,EAAE,sBAAsB,UAAQ,GAAG,mBAAmB,GAAG,SAAS;IAS7H,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,wBAAwB,EAAE,sBAAsB,UAAQ,GAAG,aAAa,GAAG,SAAS;IA4EvI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAU9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAMtC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
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@@ -324,6 +324,12 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
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}
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collectStatistics(stats) {
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this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);
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if (this.textureParams?.params) {
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for (const param of this.textureParams.params) {
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if (param.texture?.bytesUsed)
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stats.addTexture(param.texture.bytesUsed);
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}
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}
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}
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get techniqueId() { return 7 /* TechniqueId.RealityMesh */; }
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getPass(target) {
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@@ -1 +1 @@
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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+
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/RealityMesh.ts"],"names":[],"mappings":"AAKA;;GAEG;AAEH,OAAO,EAAiC,WAAW,EAAa,MAAM,qBAAqB,CAAC;AAC5F,OAAO,EAAE,QAAQ,EAAgB,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAC3E,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AAEvF,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AACvE,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AACzD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC/D,OAAO,EAAE,YAAY,EAAoB,eAAe,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAEtG,OAAO,EAAE,eAAe,EAAE,qBAAqB,EAAE,MAAM,kBAAkB,CAAC;AAE1E,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAM5C,cAAM,gBAAgB;IAEmC,UAAU,EAAE,wBAAwB;IAAS,eAAe,EAAE,OAAO;IADrH,UAAU,EAAE,gBAAgB,CAAC;gBACxB,UAAU,EAAE,sBAAsB,EAAS,UAAU,EAAE,wBAAwB,EAAS,eAAe,EAAE,OAAO;IAGrH,KAAK,CAAC,eAAe,EAAE,OAAO;CAGtC;AACD,KAAK,yBAAyB,GAAG,cAAc,GAAG,gBAAgB,CAAC;AAEnE,cAAM,mBAAoB,YAAW,WAAW;IAC3B,OAAO,EAAE,aAAa,GAAG,SAAS;IAAE,OAAO,CAAC,yBAAyB;gBAArE,OAAO,EAAE,aAAa,GAAG,SAAS,EAAU,yBAAyB,EAAE,gBAAgB,GAAG,OAAO;IACpH,IAAW,WAAW,YAAyE;IAExF,OAAO,IAAI,IAAI;IAef,mBAAmB,IAAI,QAAQ,GAAG,SAAS;IAG3C,gBAAgB,IAAI,OAAO,GAAG,SAAS;IAIvC,SAAS,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO;CA8C3C;AAED,gBAAgB;AAChB,qBAAa,oBAAqB,YAAW,WAAW;IACnC,MAAM,EAAE,mBAAmB,EAAE;gBAA7B,MAAM,EAAE,mBAAmB,EAAE;WAClC,MAAM,CAAC,QAAQ,EAAE,yBAAyB,EAAE;IA6CnD,OAAO,IAAI,IAAI;CAGvB;AACD,gBAAgB;AAEhB,qBAAa,yBAA0B,SAAQ,qBAAqB;IAClE,SAAgB,QAAQ,EAAE,eAAe,CAAC;IAC1C,SAAgB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnC,SAAgB,OAAO,CAAC,EAAE,YAAY,CAAC;IACvC,SAAgB,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAE5C,SAAS,aAAa,SAAS,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,GAAG,SAAS,EAAE,QAAQ,EAAE,eAAe,EAAE,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,SAAS,CAAC,EAAE,MAAM;IAkB1M,OAAO,CAAC,MAAM,CAAC,iBAAiB;WAYlB,eAAe,CAAC,MAAM,EAAE,iBAAiB;IAOvD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACD,IAAW,SAAS,IAAI,MAAM,CAAoJ;IAElK,OAAO;CAIxB;AAED,gBAAgB;AAChB,qBAAa,mBAAoB,SAAQ,eAAgB,YAAW,WAAW,EAAE,YAAY,CAAC,QAAQ;IACpG,SAAgB,WAAW,EAAE,OAAO,CAAC;IACrC,IAAoB,aAAa,IAAI,mBAAmB,GAAG,SAAS,CAAiB;IACrF,IAAoB,UAAU,IAAI,OAAO,CAA+C;IACxF,IAAW,SAAS,iBAAsD;IAC1E,IAAoB,WAAW,IAAI,OAAO,CAA4D;IACtG,IAAoB,uBAAuB,YAAmB;IAC9D,IAAW,gBAAgB,WAAiB;IAC5C,IAAW,SAAS,IAAI,SAAS,GAAG,SAAS,CAA4B;IAEzE,OAAO,CAAC,kBAAkB,CAA4B;IACtD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAc;IAClC,aAAa,EAAE,oBAAoB,GAAG,SAAS,CAAC;IACvD,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IACnD,SAAgB,SAAS,EAAE,QAAQ,GAAG,SAAS,CAAC;IAChD,OAAO,CAAC,kBAAkB,CAAU;IACpC,OAAO,CAAC,UAAU,CAAU;IAC5B,OAAO,CAAC,uBAAuB,CAAU;IAEzC,OAAO;IAuBS,OAAO;WAOT,gBAAgB,CAAC,IAAI,EAAE,iBAAiB,EAAE,SAAS,EAAE,SAAS,GAAG,SAAS,EAAE,sBAAsB,UAAQ;WAc1G,qBAAqB,CAAC,WAAW,EAAE,iBAAiB,EAAE,sBAAsB,UAAQ,GAAG,mBAAmB,GAAG,SAAS;IAS7H,QAAQ,IAAI,OAAO;WAIZ,aAAa,CAAC,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,wBAAwB,EAAE,sBAAsB,UAAQ,GAAG,aAAa,GAAG,SAAS;IA4EvI,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAU9D,IAAW,WAAW,IAAI,WAAW,CAAoC;IAEzD,OAAO,CAAC,MAAM,EAAE,MAAM;IAMtC,IAAW,WAAW,IAAI,WAAW,CAAqC;IAE1D,IAAI,IAAI,IAAI;CAK7B"}
|
|
@@ -319,6 +319,12 @@ export class RealityMeshGeometry extends IndexedGeometry {
|
|
|
319
319
|
}
|
|
320
320
|
collectStatistics(stats) {
|
|
321
321
|
this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);
|
|
322
|
+
if (this.textureParams?.params) {
|
|
323
|
+
for (const param of this.textureParams.params) {
|
|
324
|
+
if (param.texture?.bytesUsed)
|
|
325
|
+
stats.addTexture(param.texture.bytesUsed);
|
|
326
|
+
}
|
|
327
|
+
}
|
|
322
328
|
}
|
|
323
329
|
get techniqueId() { return 7 /* TechniqueId.RealityMesh */; }
|
|
324
330
|
getPass(target) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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"name": "@itwin/core-frontend",
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-
"version": "4.4.0-dev.
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"version": "4.4.0-dev.32",
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"description": "iTwin.js frontend components",
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"main": "lib/cjs/core-frontend.js",
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"module": "lib/esm/core-frontend.js",
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@@ -23,12 +23,12 @@
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"url": "http://www.bentley.com"
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},
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"peerDependencies": {
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26
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-
"@itwin/appui-abstract": "^4.4.0-dev.
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27
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-
"@itwin/core-bentley": "^4.4.0-dev.
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28
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"@itwin/core-common": "^4.4.0-dev.
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-
"@itwin/core-geometry": "^4.4.0-dev.
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"@itwin/core-orbitgt": "^4.4.0-dev.
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"@itwin/core-quantity": "^4.4.0-dev.
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"@itwin/appui-abstract": "^4.4.0-dev.32",
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"@itwin/core-bentley": "^4.4.0-dev.32",
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28
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"@itwin/core-common": "^4.4.0-dev.32",
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"@itwin/core-geometry": "^4.4.0-dev.32",
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"@itwin/core-orbitgt": "^4.4.0-dev.32",
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"@itwin/core-quantity": "^4.4.0-dev.32"
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},
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"//devDependencies": [
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"NOTE: All peerDependencies should also be listed as devDependencies since peerDependencies are not considered by npm install",
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@@ -55,14 +55,14 @@
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"typescript": "~5.0.2",
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"typemoq": "^2.1.0",
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"webpack": "^5.76.0",
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"@itwin/
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"@itwin/
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"@itwin/
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"@itwin/core-bentley": "4.4.0-dev.
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"@itwin/core-
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"@itwin/core-
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"@itwin/core-quantity": "4.4.0-dev.
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-
"@itwin/certa": "4.4.0-dev.
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58
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+
"@itwin/appui-abstract": "4.4.0-dev.32",
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"@itwin/build-tools": "4.4.0-dev.32",
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"@itwin/core-common": "4.4.0-dev.32",
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"@itwin/core-bentley": "4.4.0-dev.32",
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"@itwin/core-orbitgt": "4.4.0-dev.32",
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63
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"@itwin/core-geometry": "4.4.0-dev.32",
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64
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"@itwin/core-quantity": "4.4.0-dev.32",
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"@itwin/certa": "4.4.0-dev.32"
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},
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"//dependencies": [
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"NOTE: these dependencies should be only for things that DO NOT APPEAR IN THE API",
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"@loaders.gl/draco": "^3.1.6",
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"fuse.js": "^3.3.0",
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"wms-capabilities": "0.4.0",
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"@itwin/core-i18n": "4.4.0-dev.
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"@itwin/core-telemetry": "4.4.0-dev.
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"@itwin/webgl-compatibility": "4.4.0-dev.
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"@itwin/core-i18n": "4.4.0-dev.32",
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"@itwin/core-telemetry": "4.4.0-dev.32",
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"@itwin/webgl-compatibility": "4.4.0-dev.32"
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},
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"nyc": {
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"extends": "./node_modules/@itwin/build-tools/.nycrc"
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