@itwin/core-frontend 4.5.0-dev.9 → 4.5.0

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 (287) hide show
  1. package/CHANGELOG.md +79 -1
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/AccuDraw.d.ts +6 -0
  4. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  5. package/lib/cjs/AccuDraw.js +11 -0
  6. package/lib/cjs/AccuDraw.js.map +1 -1
  7. package/lib/cjs/ContextRealityModelState.d.ts +3 -0
  8. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  9. package/lib/cjs/ContextRealityModelState.js +8 -1
  10. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  11. package/lib/cjs/IModelApp.js +1 -1
  12. package/lib/cjs/IModelApp.js.map +1 -1
  13. package/lib/cjs/ModelState.d.ts +3 -2
  14. package/lib/cjs/ModelState.d.ts.map +1 -1
  15. package/lib/cjs/ModelState.js +2 -1
  16. package/lib/cjs/ModelState.js.map +1 -1
  17. package/lib/cjs/SpatialClassifiersState.d.ts +55 -0
  18. package/lib/cjs/SpatialClassifiersState.d.ts.map +1 -0
  19. package/lib/cjs/SpatialClassifiersState.js +47 -0
  20. package/lib/cjs/SpatialClassifiersState.js.map +1 -0
  21. package/lib/cjs/ViewContext.d.ts +3 -2
  22. package/lib/cjs/ViewContext.d.ts.map +1 -1
  23. package/lib/cjs/ViewContext.js.map +1 -1
  24. package/lib/cjs/ViewManager.d.ts.map +1 -1
  25. package/lib/cjs/ViewManager.js +4 -0
  26. package/lib/cjs/ViewManager.js.map +1 -1
  27. package/lib/cjs/Viewport.d.ts.map +1 -1
  28. package/lib/cjs/Viewport.js +16 -8
  29. package/lib/cjs/Viewport.js.map +1 -1
  30. package/lib/cjs/core-frontend.d.ts +2 -0
  31. package/lib/cjs/core-frontend.d.ts.map +1 -1
  32. package/lib/cjs/core-frontend.js +2 -0
  33. package/lib/cjs/core-frontend.js.map +1 -1
  34. package/lib/cjs/render/GraphicBuilder.d.ts +2 -0
  35. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  36. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  37. package/lib/cjs/render/MockRender.d.ts +1 -0
  38. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  39. package/lib/cjs/render/MockRender.js +1 -0
  40. package/lib/cjs/render/MockRender.js.map +1 -1
  41. package/lib/cjs/render/RenderGraphic.d.ts +7 -0
  42. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  43. package/lib/cjs/render/RenderGraphic.js +2 -0
  44. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  45. package/lib/cjs/render/RenderTarget.d.ts +3 -2
  46. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  47. package/lib/cjs/render/RenderTarget.js.map +1 -1
  48. package/lib/cjs/render/Scene.d.ts +2 -2
  49. package/lib/cjs/render/Scene.d.ts.map +1 -1
  50. package/lib/cjs/render/Scene.js.map +1 -1
  51. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +3 -0
  52. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  53. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  54. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +3 -0
  55. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  56. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +2 -0
  57. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  58. package/lib/cjs/render/webgl/GLTimer.d.ts.map +1 -1
  59. package/lib/cjs/render/webgl/GLTimer.js +24 -4
  60. package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
  61. package/lib/cjs/render/webgl/Graphic.d.ts +6 -1
  62. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  63. package/lib/cjs/render/webgl/Graphic.js +20 -0
  64. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  65. package/lib/cjs/render/webgl/Layer.d.ts +2 -0
  66. package/lib/cjs/render/webgl/Layer.d.ts.map +1 -1
  67. package/lib/cjs/render/webgl/Layer.js +3 -0
  68. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  69. package/lib/cjs/render/webgl/Mesh.d.ts +2 -0
  70. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/Mesh.js +7 -0
  72. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  73. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +3 -2
  74. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  75. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  76. package/lib/cjs/render/webgl/Primitive.d.ts +2 -0
  77. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  78. package/lib/cjs/render/webgl/Primitive.js +3 -0
  79. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  80. package/lib/cjs/render/webgl/Target.d.ts +4 -3
  81. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/Target.js.map +1 -1
  83. package/lib/cjs/request/utils.d.ts +5 -0
  84. package/lib/cjs/request/utils.d.ts.map +1 -1
  85. package/lib/cjs/request/utils.js +11 -1
  86. package/lib/cjs/request/utils.js.map +1 -1
  87. package/lib/cjs/tile/BatchedTileIdMap.d.ts +6 -1
  88. package/lib/cjs/tile/BatchedTileIdMap.d.ts.map +1 -1
  89. package/lib/cjs/tile/BatchedTileIdMap.js +9 -0
  90. package/lib/cjs/tile/BatchedTileIdMap.js.map +1 -1
  91. package/lib/cjs/tile/ClassifierTileTree.d.ts +4 -4
  92. package/lib/cjs/tile/ClassifierTileTree.d.ts.map +1 -1
  93. package/lib/cjs/tile/ClassifierTileTree.js +11 -6
  94. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  95. package/lib/cjs/tile/GltfReader.js +1 -1
  96. package/lib/cjs/tile/GltfReader.js.map +1 -1
  97. package/lib/cjs/tile/OrbitGtTileTree.d.ts +1 -0
  98. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  99. package/lib/cjs/tile/OrbitGtTileTree.js +4 -0
  100. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  101. package/lib/cjs/tile/PrimaryTileTree.d.ts +1 -0
  102. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  103. package/lib/cjs/tile/PrimaryTileTree.js +34 -8
  104. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  105. package/lib/cjs/tile/RealityModelTileTree.d.ts +5 -2
  106. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  107. package/lib/cjs/tile/RealityModelTileTree.js +19 -0
  108. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  109. package/lib/cjs/tile/RealityTileTree.d.ts +5 -0
  110. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  111. package/lib/cjs/tile/RealityTileTree.js +1 -1
  112. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  113. package/lib/cjs/tile/RenderGraphicTileTree.d.ts +34 -0
  114. package/lib/cjs/tile/RenderGraphicTileTree.d.ts.map +1 -0
  115. package/lib/cjs/tile/RenderGraphicTileTree.js +100 -0
  116. package/lib/cjs/tile/RenderGraphicTileTree.js.map +1 -0
  117. package/lib/cjs/tile/TileAdmin.d.ts +24 -1
  118. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  119. package/lib/cjs/tile/TileAdmin.js +15 -4
  120. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  121. package/lib/cjs/tile/TileTreeReference.d.ts +21 -2
  122. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  123. package/lib/cjs/tile/TileTreeReference.js +26 -1
  124. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  125. package/lib/cjs/tile/internal.d.ts +1 -0
  126. package/lib/cjs/tile/internal.d.ts.map +1 -1
  127. package/lib/cjs/tile/internal.js +1 -0
  128. package/lib/cjs/tile/internal.js.map +1 -1
  129. package/lib/cjs/tile/map/MapLayerTileTreeReference.d.ts +1 -0
  130. package/lib/cjs/tile/map/MapLayerTileTreeReference.d.ts.map +1 -1
  131. package/lib/cjs/tile/map/MapLayerTileTreeReference.js +4 -0
  132. package/lib/cjs/tile/map/MapLayerTileTreeReference.js.map +1 -1
  133. package/lib/cjs/tile/map/MapTileTree.d.ts +1 -0
  134. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  135. package/lib/cjs/tile/map/MapTileTree.js +20 -7
  136. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  137. package/lib/cjs/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  138. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +16 -0
  139. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  140. package/lib/cjs/tools/ToolAdmin.d.ts +2 -0
  141. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  142. package/lib/cjs/tools/ToolAdmin.js +4 -0
  143. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  144. package/lib/esm/AccuDraw.d.ts +6 -0
  145. package/lib/esm/AccuDraw.d.ts.map +1 -1
  146. package/lib/esm/AccuDraw.js +11 -0
  147. package/lib/esm/AccuDraw.js.map +1 -1
  148. package/lib/esm/ContextRealityModelState.d.ts +3 -0
  149. package/lib/esm/ContextRealityModelState.d.ts.map +1 -1
  150. package/lib/esm/ContextRealityModelState.js +8 -1
  151. package/lib/esm/ContextRealityModelState.js.map +1 -1
  152. package/lib/esm/IModelApp.js +1 -1
  153. package/lib/esm/IModelApp.js.map +1 -1
  154. package/lib/esm/ModelState.d.ts +3 -2
  155. package/lib/esm/ModelState.d.ts.map +1 -1
  156. package/lib/esm/ModelState.js +3 -2
  157. package/lib/esm/ModelState.js.map +1 -1
  158. package/lib/esm/SpatialClassifiersState.d.ts +55 -0
  159. package/lib/esm/SpatialClassifiersState.d.ts.map +1 -0
  160. package/lib/esm/SpatialClassifiersState.js +43 -0
  161. package/lib/esm/SpatialClassifiersState.js.map +1 -0
  162. package/lib/esm/ViewContext.d.ts +3 -2
  163. package/lib/esm/ViewContext.d.ts.map +1 -1
  164. package/lib/esm/ViewContext.js.map +1 -1
  165. package/lib/esm/ViewManager.d.ts.map +1 -1
  166. package/lib/esm/ViewManager.js +4 -0
  167. package/lib/esm/ViewManager.js.map +1 -1
  168. package/lib/esm/Viewport.d.ts.map +1 -1
  169. package/lib/esm/Viewport.js +16 -8
  170. package/lib/esm/Viewport.js.map +1 -1
  171. package/lib/esm/core-frontend.d.ts +2 -0
  172. package/lib/esm/core-frontend.d.ts.map +1 -1
  173. package/lib/esm/core-frontend.js +2 -0
  174. package/lib/esm/core-frontend.js.map +1 -1
  175. package/lib/esm/render/GraphicBuilder.d.ts +2 -0
  176. package/lib/esm/render/GraphicBuilder.d.ts.map +1 -1
  177. package/lib/esm/render/GraphicBuilder.js.map +1 -1
  178. package/lib/esm/render/MockRender.d.ts +1 -0
  179. package/lib/esm/render/MockRender.d.ts.map +1 -1
  180. package/lib/esm/render/MockRender.js +1 -0
  181. package/lib/esm/render/MockRender.js.map +1 -1
  182. package/lib/esm/render/RenderGraphic.d.ts +7 -0
  183. package/lib/esm/render/RenderGraphic.d.ts.map +1 -1
  184. package/lib/esm/render/RenderGraphic.js +2 -0
  185. package/lib/esm/render/RenderGraphic.js.map +1 -1
  186. package/lib/esm/render/RenderTarget.d.ts +3 -2
  187. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  188. package/lib/esm/render/RenderTarget.js.map +1 -1
  189. package/lib/esm/render/Scene.d.ts +2 -2
  190. package/lib/esm/render/Scene.d.ts.map +1 -1
  191. package/lib/esm/render/Scene.js.map +1 -1
  192. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts +3 -0
  193. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  194. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  195. package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts +3 -0
  196. package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  197. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +2 -0
  198. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  199. package/lib/esm/render/webgl/GLTimer.d.ts.map +1 -1
  200. package/lib/esm/render/webgl/GLTimer.js +24 -4
  201. package/lib/esm/render/webgl/GLTimer.js.map +1 -1
  202. package/lib/esm/render/webgl/Graphic.d.ts +6 -1
  203. package/lib/esm/render/webgl/Graphic.d.ts.map +1 -1
  204. package/lib/esm/render/webgl/Graphic.js +21 -1
  205. package/lib/esm/render/webgl/Graphic.js.map +1 -1
  206. package/lib/esm/render/webgl/Layer.d.ts +2 -0
  207. package/lib/esm/render/webgl/Layer.d.ts.map +1 -1
  208. package/lib/esm/render/webgl/Layer.js +3 -0
  209. package/lib/esm/render/webgl/Layer.js.map +1 -1
  210. package/lib/esm/render/webgl/Mesh.d.ts +2 -0
  211. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  212. package/lib/esm/render/webgl/Mesh.js +7 -0
  213. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  214. package/lib/esm/render/webgl/PlanarClassifier.d.ts +3 -2
  215. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  216. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  217. package/lib/esm/render/webgl/Primitive.d.ts +2 -0
  218. package/lib/esm/render/webgl/Primitive.d.ts.map +1 -1
  219. package/lib/esm/render/webgl/Primitive.js +3 -0
  220. package/lib/esm/render/webgl/Primitive.js.map +1 -1
  221. package/lib/esm/render/webgl/Target.d.ts +4 -3
  222. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  223. package/lib/esm/render/webgl/Target.js.map +1 -1
  224. package/lib/esm/request/utils.d.ts +5 -0
  225. package/lib/esm/request/utils.d.ts.map +1 -1
  226. package/lib/esm/request/utils.js +9 -0
  227. package/lib/esm/request/utils.js.map +1 -1
  228. package/lib/esm/tile/BatchedTileIdMap.d.ts +6 -1
  229. package/lib/esm/tile/BatchedTileIdMap.d.ts.map +1 -1
  230. package/lib/esm/tile/BatchedTileIdMap.js +9 -0
  231. package/lib/esm/tile/BatchedTileIdMap.js.map +1 -1
  232. package/lib/esm/tile/ClassifierTileTree.d.ts +4 -4
  233. package/lib/esm/tile/ClassifierTileTree.d.ts.map +1 -1
  234. package/lib/esm/tile/ClassifierTileTree.js +12 -7
  235. package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
  236. package/lib/esm/tile/GltfReader.js +1 -1
  237. package/lib/esm/tile/GltfReader.js.map +1 -1
  238. package/lib/esm/tile/OrbitGtTileTree.d.ts +1 -0
  239. package/lib/esm/tile/OrbitGtTileTree.d.ts.map +1 -1
  240. package/lib/esm/tile/OrbitGtTileTree.js +4 -0
  241. package/lib/esm/tile/OrbitGtTileTree.js.map +1 -1
  242. package/lib/esm/tile/PrimaryTileTree.d.ts +1 -0
  243. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  244. package/lib/esm/tile/PrimaryTileTree.js +34 -8
  245. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  246. package/lib/esm/tile/RealityModelTileTree.d.ts +5 -2
  247. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  248. package/lib/esm/tile/RealityModelTileTree.js +19 -0
  249. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  250. package/lib/esm/tile/RealityTileTree.d.ts +5 -0
  251. package/lib/esm/tile/RealityTileTree.d.ts.map +1 -1
  252. package/lib/esm/tile/RealityTileTree.js +1 -1
  253. package/lib/esm/tile/RealityTileTree.js.map +1 -1
  254. package/lib/esm/tile/RenderGraphicTileTree.d.ts +34 -0
  255. package/lib/esm/tile/RenderGraphicTileTree.d.ts.map +1 -0
  256. package/lib/esm/tile/RenderGraphicTileTree.js +96 -0
  257. package/lib/esm/tile/RenderGraphicTileTree.js.map +1 -0
  258. package/lib/esm/tile/TileAdmin.d.ts +24 -1
  259. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  260. package/lib/esm/tile/TileAdmin.js +15 -4
  261. package/lib/esm/tile/TileAdmin.js.map +1 -1
  262. package/lib/esm/tile/TileTreeReference.d.ts +21 -2
  263. package/lib/esm/tile/TileTreeReference.d.ts.map +1 -1
  264. package/lib/esm/tile/TileTreeReference.js +27 -2
  265. package/lib/esm/tile/TileTreeReference.js.map +1 -1
  266. package/lib/esm/tile/internal.d.ts +1 -0
  267. package/lib/esm/tile/internal.d.ts.map +1 -1
  268. package/lib/esm/tile/internal.js +1 -0
  269. package/lib/esm/tile/internal.js.map +1 -1
  270. package/lib/esm/tile/map/MapLayerTileTreeReference.d.ts +1 -0
  271. package/lib/esm/tile/map/MapLayerTileTreeReference.d.ts.map +1 -1
  272. package/lib/esm/tile/map/MapLayerTileTreeReference.js +4 -0
  273. package/lib/esm/tile/map/MapLayerTileTreeReference.js.map +1 -1
  274. package/lib/esm/tile/map/MapTileTree.d.ts +1 -0
  275. package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
  276. package/lib/esm/tile/map/MapTileTree.js +20 -7
  277. package/lib/esm/tile/map/MapTileTree.js.map +1 -1
  278. package/lib/esm/tile/map/MapTiledGraphicsProvider.d.ts.map +1 -1
  279. package/lib/esm/tile/map/MapTiledGraphicsProvider.js +17 -1
  280. package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  281. package/lib/esm/tools/ToolAdmin.d.ts +2 -0
  282. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  283. package/lib/esm/tools/ToolAdmin.js +4 -0
  284. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  285. package/lib/public/scripts/parse-imdl-worker.js +1 -1
  286. package/lib/workers/webpack/parse-imdl-worker.js +1 -1
  287. package/package.json +18 -18
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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, Id64String } from \"@itwin/core-bentley\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Transform } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { BranchState } from \"./BranchState\";\r\n\r\n/** @internal */\r\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\r\n public abstract addCommands(_commands: RenderCommands): void;\r\n public abstract get isDisposed(): boolean;\r\n public abstract get isPickable(): boolean;\r\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\r\n public toPrimitive(): Primitive | undefined { return undefined; }\r\n}\r\n\r\nexport class GraphicOwner extends Graphic {\r\n private readonly _graphic: Graphic;\r\n\r\n public constructor(graphic: Graphic) {\r\n super();\r\n this._graphic = graphic;\r\n }\r\n\r\n public get graphic(): RenderGraphic { return this._graphic; }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n public dispose(): void { this._isDisposed = true; }\r\n public disposeGraphic(): void {\r\n this.graphic.dispose();\r\n }\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n this._graphic.addCommands(commands);\r\n }\r\n public override get isPickable(): boolean {\r\n return this._graphic.isPickable;\r\n }\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n this._graphic.addHiliteCommands(commands, pass);\r\n }\r\n public override toPrimitive(): Primitive | undefined {\r\n return this._graphic.toPrimitive();\r\n }\r\n}\r\n\r\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\r\n * @internal\r\n */\r\nexport interface BatchContext {\r\n batchId: number;\r\n iModel?: IModelConnection;\r\n viewAttachmentId?: Id64String;\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetBatchData {\r\n public readonly target: Target;\r\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\r\n protected _thematicSensors?: ThematicSensors;\r\n\r\n public constructor(target: Target) {\r\n this.target = target;\r\n }\r\n\r\n public dispose(): void {\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n for (const value of this._featureOverrides.values())\r\n dispose(value);\r\n\r\n this._featureOverrides.clear();\r\n }\r\n\r\n public getThematicSensors(batch: Batch): ThematicSensors {\r\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n\r\n if (!this._thematicSensors)\r\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\r\n\r\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\r\n return this._thematicSensors;\r\n }\r\n\r\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\r\n const source = this.target.currentFeatureSymbologyOverrides?.source;\r\n let ovrs = this._featureOverrides.get(source);\r\n if (!ovrs) {\r\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\r\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\r\n ovrs.initFromMap(batch.featureTable);\r\n }\r\n\r\n ovrs.update(batch.featureTable);\r\n return ovrs;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._thematicSensors)\r\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\r\n\r\n for (const ovrs of this._featureOverrides.values())\r\n stats.addFeatureOverrides(ovrs.byteLength);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get featureOverrides() { return this._featureOverrides; }\r\n\r\n private onSourceDisposed(source: FeatureSymbology.Source): void {\r\n const ovrs = this._featureOverrides.get(source);\r\n if (ovrs) {\r\n this._featureOverrides.delete(source);\r\n ovrs.dispose();\r\n }\r\n }\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetData {\r\n private readonly _batch: Batch;\r\n private readonly _data: PerTargetBatchData[] = [];\r\n\r\n public constructor(batch: Batch) {\r\n this._batch = batch;\r\n }\r\n\r\n public dispose(): void {\r\n for (const data of this._data) {\r\n data.target.onBatchDisposed(this._batch);\r\n data.dispose();\r\n }\r\n\r\n this._data.length = 0;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._data.length === 0;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get data(): PerTargetBatchData[] { return this._data; }\r\n\r\n public onTargetDisposed(target: Target): void {\r\n const index = this._data.findIndex((x) => x.target === target);\r\n if (-1 === index)\r\n return;\r\n\r\n const data = this._data[index];\r\n data.dispose();\r\n this._data.splice(index, 1);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const data of this._data)\r\n data.collectStatistics(stats);\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n return this.getBatchData(target).getThematicSensors(this._batch);\r\n }\r\n\r\n public getFeatureOverrides(target: Target): FeatureOverrides {\r\n return this.getBatchData(target).getFeatureOverrides(this._batch);\r\n }\r\n\r\n private getBatchData(target: Target): PerTargetBatchData {\r\n let data = this._data.find((x) => x.target === target);\r\n if (!data) {\r\n this._data.push(data = new PerTargetBatchData(target));\r\n target.addBatch(this._batch);\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Batch extends Graphic {\r\n public readonly graphic: RenderGraphic;\r\n public readonly featureTable: RenderFeatureTable;\r\n public readonly range: ElementAlignedBox3d;\r\n private readonly _context: BatchContext = { batchId: 0 };\r\n /** Public strictly for tests. */\r\n public readonly perTargetData = new PerTargetData(this);\r\n public readonly options: BatchOptions;\r\n\r\n // Chiefly for debugging.\r\n public get tileId(): string | undefined {\r\n return this.options.tileId;\r\n }\r\n\r\n public get locateOnly(): boolean {\r\n return true === this.options.locateOnly;\r\n }\r\n\r\n /** The following are valid only during a draw and reset afterward. */\r\n public get batchId() { return this._context.batchId; }\r\n public get batchIModel() { return this._context.iModel; }\r\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\r\n\r\n public setContext(batchId: number, branch: BranchState) {\r\n this._context.batchId = batchId;\r\n this._context.iModel = branch.iModel;\r\n this._context.viewAttachmentId = branch.viewAttachmentId;\r\n }\r\n\r\n public resetContext() {\r\n this._context.batchId = 0;\r\n this._context.iModel = undefined;\r\n this._context.viewAttachmentId = undefined;\r\n }\r\n\r\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\r\n super();\r\n this.graphic = graphic;\r\n this.featureTable = features;\r\n this.range = range;\r\n this.options = options ?? {};\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean {\r\n return this._isDisposed && this.perTargetData.isDisposed;\r\n }\r\n\r\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\r\n public dispose() {\r\n dispose(this.graphic);\r\n\r\n this.perTargetData.dispose();\r\n this._isDisposed = true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n stats.addFeatureTable(this.featureTable.byteLength);\r\n this.perTargetData.collectStatistics(stats);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addBatch(this);\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return true;\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\r\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\r\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\r\n\r\n return this.perTargetData.getThematicSensors(target);\r\n }\r\n\r\n public getOverrides(target: Target): FeatureOverrides {\r\n return this.perTargetData.getFeatureOverrides(target);\r\n }\r\n\r\n public onTargetDisposed(target: Target) {\r\n this.perTargetData.onTargetDisposed(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Branch extends Graphic {\r\n public readonly branch: GraphicBranch;\r\n public localToWorldTransform: Transform;\r\n public readonly clips?: ClipVolume;\r\n public readonly planarClassifier?: PlanarClassifier;\r\n public readonly textureDrape?: TextureDrape;\r\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\r\n public readonly edgeSettings?: EdgeSettings;\r\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\r\n public readonly frustum?: GraphicBranchFrustum;\r\n public readonly appearanceProvider?: FeatureAppearanceProvider;\r\n public readonly secondaryClassifiers?: PlanarClassifier[];\r\n public readonly viewAttachmentId?: Id64String;\r\n\r\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\r\n super();\r\n this.branch = branch;\r\n this.localToWorldTransform = localToWorld;\r\n\r\n if (undefined !== viewFlags)\r\n branch.setViewFlags(viewFlags);\r\n\r\n if (!opts)\r\n return;\r\n\r\n this.appearanceProvider = opts.appearanceProvider;\r\n this.clips = opts.clipVolume as ClipVolume | undefined;\r\n this.iModel = opts.iModel;\r\n this.frustum = opts.frustum;\r\n this.viewAttachmentId = opts.viewAttachmentId;\r\n\r\n if (opts.hline)\r\n this.edgeSettings = EdgeSettings.create(opts.hline);\r\n\r\n if (opts.classifierOrDrape instanceof PlanarClassifier)\r\n this.planarClassifier = opts.classifierOrDrape;\r\n else if (opts.classifierOrDrape instanceof TextureDrape)\r\n this.textureDrape = opts.classifierOrDrape;\r\n\r\n if (opts.secondaryClassifiers) {\r\n this.secondaryClassifiers = new Array<PlanarClassifier>();\r\n opts.secondaryClassifiers.forEach((classifier) => {\r\n if (classifier instanceof PlanarClassifier)\r\n this.secondaryClassifiers?.push(classifier);\r\n });\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.branch.entries.length;\r\n }\r\n\r\n public dispose() {\r\n this.branch.dispose();\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.branch.collectStatistics(stats);\r\n }\r\n\r\n private shouldAddCommands(commands: RenderCommands): boolean {\r\n const group = commands.target.currentBranch.groupNodeId;\r\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\r\n return false;\r\n\r\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\r\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addBranch(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addHiliteBranch(this, pass);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AnimationTransformBranch extends Graphic {\r\n public readonly nodeId: number;\r\n public readonly graphic: Graphic;\r\n\r\n public constructor(graphic: RenderGraphic, nodeId: number) {\r\n super();\r\n assert(graphic instanceof Graphic);\r\n this.graphic = graphic;\r\n this.nodeId = nodeId;\r\n }\r\n\r\n public override dispose() {\r\n this.graphic.dispose();\r\n }\r\n\r\n public override get isDisposed() {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable() {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics) {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override addCommands(commands: RenderCommands) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addCommands(commands);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addHiliteCommands(commands, pass);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WorldDecorations extends Branch {\r\n public constructor(viewFlags: ViewFlags) {\r\n super(new GraphicBranch(), Transform.identity, viewFlags);\r\n\r\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\r\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n // Make all subcategories visible.\r\n this.branch.symbologyOverrides.ignoreSubCategory = true;\r\n }\r\n\r\n public init(decs: GraphicList): void {\r\n this.branch.clear();\r\n for (const dec of decs) {\r\n this.branch.add(dec);\r\n }\r\n }\r\n}\r\n/** @internal */\r\nexport class GraphicsArray extends Graphic {\r\n // Note: We assume the graphics array we get contains undisposed graphics to start\r\n constructor(public graphics: RenderGraphic[]) { super(); }\r\n\r\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphics.some((x) => (x as Graphic).isPickable);\r\n }\r\n\r\n public dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n this.graphics.length = 0;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addCommands(commands);\r\n }\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addHiliteCommands(commands, pass);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const graphic of this.graphics)\r\n graphic.collectStatistics(stats);\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, Id64String } from \"@itwin/core-bentley\";\r\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../../IModelConnection\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\r\nimport { BatchOptions } from \"../GraphicBuilder\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { EdgeSettings } from \"./EdgeSettings\";\r\nimport { FeatureOverrides } from \"./FeatureOverrides\";\r\nimport { PlanarClassifier } from \"./PlanarClassifier\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { TextureDrape } from \"./TextureDrape\";\r\nimport { ThematicSensors } from \"./ThematicSensors\";\r\nimport { BranchState } from \"./BranchState\";\r\n\r\n/** @internal */\r\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\r\n public abstract addCommands(_commands: RenderCommands): void;\r\n public abstract get isDisposed(): boolean;\r\n public abstract get isPickable(): boolean;\r\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\r\n public toPrimitive(): Primitive | undefined { return undefined; }\r\n}\r\n\r\nexport class GraphicOwner extends Graphic {\r\n private readonly _graphic: Graphic;\r\n\r\n public constructor(graphic: Graphic) {\r\n super();\r\n this._graphic = graphic;\r\n }\r\n\r\n public get graphic(): RenderGraphic { return this._graphic; }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean { return this._isDisposed; }\r\n public dispose(): void { this._isDisposed = true; }\r\n public disposeGraphic(): void {\r\n this.graphic.dispose();\r\n }\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n this._graphic.addCommands(commands);\r\n }\r\n public override get isPickable(): boolean {\r\n return this._graphic.isPickable;\r\n }\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n this._graphic.addHiliteCommands(commands, pass);\r\n }\r\n public override toPrimitive(): Primitive | undefined {\r\n return this._graphic.toPrimitive();\r\n }\r\n}\r\n\r\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\r\n * @internal\r\n */\r\nexport interface BatchContext {\r\n batchId: number;\r\n iModel?: IModelConnection;\r\n viewAttachmentId?: Id64String;\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetBatchData {\r\n public readonly target: Target;\r\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\r\n protected _thematicSensors?: ThematicSensors;\r\n\r\n public constructor(target: Target) {\r\n this.target = target;\r\n }\r\n\r\n public dispose(): void {\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n for (const value of this._featureOverrides.values())\r\n dispose(value);\r\n\r\n this._featureOverrides.clear();\r\n }\r\n\r\n public getThematicSensors(batch: Batch): ThematicSensors {\r\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\r\n this._thematicSensors = dispose(this._thematicSensors);\r\n\r\n if (!this._thematicSensors)\r\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\r\n\r\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\r\n return this._thematicSensors;\r\n }\r\n\r\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\r\n const source = this.target.currentFeatureSymbologyOverrides?.source;\r\n let ovrs = this._featureOverrides.get(source);\r\n if (!ovrs) {\r\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\r\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\r\n ovrs.initFromMap(batch.featureTable);\r\n }\r\n\r\n ovrs.update(batch.featureTable);\r\n return ovrs;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (this._thematicSensors)\r\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\r\n\r\n for (const ovrs of this._featureOverrides.values())\r\n stats.addFeatureOverrides(ovrs.byteLength);\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get featureOverrides() { return this._featureOverrides; }\r\n\r\n private onSourceDisposed(source: FeatureSymbology.Source): void {\r\n const ovrs = this._featureOverrides.get(source);\r\n if (ovrs) {\r\n this._featureOverrides.delete(source);\r\n ovrs.dispose();\r\n }\r\n }\r\n}\r\n\r\n/** @internal exported strictly for tests. */\r\nexport class PerTargetData {\r\n private readonly _batch: Batch;\r\n private readonly _data: PerTargetBatchData[] = [];\r\n\r\n public constructor(batch: Batch) {\r\n this._batch = batch;\r\n }\r\n\r\n public dispose(): void {\r\n for (const data of this._data) {\r\n data.target.onBatchDisposed(this._batch);\r\n data.dispose();\r\n }\r\n\r\n this._data.length = 0;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._data.length === 0;\r\n }\r\n\r\n /** Exposed strictly for tests. */\r\n public get data(): PerTargetBatchData[] { return this._data; }\r\n\r\n public onTargetDisposed(target: Target): void {\r\n const index = this._data.findIndex((x) => x.target === target);\r\n if (-1 === index)\r\n return;\r\n\r\n const data = this._data[index];\r\n data.dispose();\r\n this._data.splice(index, 1);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const data of this._data)\r\n data.collectStatistics(stats);\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n return this.getBatchData(target).getThematicSensors(this._batch);\r\n }\r\n\r\n public getFeatureOverrides(target: Target): FeatureOverrides {\r\n return this.getBatchData(target).getFeatureOverrides(this._batch);\r\n }\r\n\r\n private getBatchData(target: Target): PerTargetBatchData {\r\n let data = this._data.find((x) => x.target === target);\r\n if (!data) {\r\n this._data.push(data = new PerTargetBatchData(target));\r\n target.addBatch(this._batch);\r\n }\r\n\r\n return data;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Batch extends Graphic {\r\n public readonly graphic: RenderGraphic;\r\n public readonly featureTable: RenderFeatureTable;\r\n public readonly range: ElementAlignedBox3d;\r\n private readonly _context: BatchContext = { batchId: 0 };\r\n /** Public strictly for tests. */\r\n public readonly perTargetData = new PerTargetData(this);\r\n public readonly options: BatchOptions;\r\n\r\n // Chiefly for debugging.\r\n public get tileId(): string | undefined {\r\n return this.options.tileId;\r\n }\r\n\r\n public get locateOnly(): boolean {\r\n return true === this.options.locateOnly;\r\n }\r\n\r\n /** The following are valid only during a draw and reset afterward. */\r\n public get batchId() { return this._context.batchId; }\r\n public get batchIModel() { return this._context.iModel; }\r\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\r\n\r\n public setContext(batchId: number, branch: BranchState) {\r\n this._context.batchId = batchId;\r\n this._context.iModel = branch.iModel;\r\n this._context.viewAttachmentId = branch.viewAttachmentId;\r\n }\r\n\r\n public resetContext() {\r\n this._context.batchId = 0;\r\n this._context.iModel = undefined;\r\n this._context.viewAttachmentId = undefined;\r\n }\r\n\r\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\r\n super();\r\n this.graphic = graphic;\r\n this.featureTable = features;\r\n this.range = range;\r\n this.options = options ?? {};\r\n }\r\n\r\n private _isDisposed = false;\r\n public get isDisposed(): boolean {\r\n return this._isDisposed && this.perTargetData.isDisposed;\r\n }\r\n\r\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\r\n public dispose() {\r\n dispose(this.graphic);\r\n\r\n this.perTargetData.dispose();\r\n this._isDisposed = true;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n stats.addFeatureTable(this.featureTable.byteLength);\r\n this.perTargetData.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n range.extendRange(this.range);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addBatch(this);\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return true;\r\n }\r\n\r\n public getThematicSensors(target: Target): ThematicSensors {\r\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\r\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\r\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\r\n\r\n return this.perTargetData.getThematicSensors(target);\r\n }\r\n\r\n public getOverrides(target: Target): FeatureOverrides {\r\n return this.perTargetData.getFeatureOverrides(target);\r\n }\r\n\r\n public onTargetDisposed(target: Target) {\r\n this.perTargetData.onTargetDisposed(target);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class Branch extends Graphic {\r\n public readonly branch: GraphicBranch;\r\n public localToWorldTransform: Transform;\r\n public readonly clips?: ClipVolume;\r\n public readonly planarClassifier?: PlanarClassifier;\r\n public readonly textureDrape?: TextureDrape;\r\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\r\n public readonly edgeSettings?: EdgeSettings;\r\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\r\n public readonly frustum?: GraphicBranchFrustum;\r\n public readonly appearanceProvider?: FeatureAppearanceProvider;\r\n public readonly secondaryClassifiers?: PlanarClassifier[];\r\n public readonly viewAttachmentId?: Id64String;\r\n\r\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\r\n super();\r\n this.branch = branch;\r\n this.localToWorldTransform = localToWorld;\r\n\r\n if (undefined !== viewFlags)\r\n branch.setViewFlags(viewFlags);\r\n\r\n if (!opts)\r\n return;\r\n\r\n this.appearanceProvider = opts.appearanceProvider;\r\n this.clips = opts.clipVolume as ClipVolume | undefined;\r\n this.iModel = opts.iModel;\r\n this.frustum = opts.frustum;\r\n this.viewAttachmentId = opts.viewAttachmentId;\r\n\r\n if (opts.hline)\r\n this.edgeSettings = EdgeSettings.create(opts.hline);\r\n\r\n if (opts.classifierOrDrape instanceof PlanarClassifier)\r\n this.planarClassifier = opts.classifierOrDrape;\r\n else if (opts.classifierOrDrape instanceof TextureDrape)\r\n this.textureDrape = opts.classifierOrDrape;\r\n\r\n if (opts.secondaryClassifiers) {\r\n this.secondaryClassifiers = new Array<PlanarClassifier>();\r\n opts.secondaryClassifiers.forEach((classifier) => {\r\n if (classifier instanceof PlanarClassifier)\r\n this.secondaryClassifiers?.push(classifier);\r\n });\r\n }\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return 0 === this.branch.entries.length;\r\n }\r\n\r\n public dispose() {\r\n this.branch.dispose();\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.branch.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n const thisRange = new Range3d();\r\n for (const graphic of this.branch.entries)\r\n graphic.unionRange(thisRange);\r\n\r\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\r\n range.extendRange(thisRange);\r\n }\r\n\r\n private shouldAddCommands(commands: RenderCommands): boolean {\r\n const group = commands.target.currentBranch.groupNodeId;\r\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\r\n return false;\r\n\r\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\r\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addBranch(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n if (this.shouldAddCommands(commands))\r\n commands.addHiliteBranch(this, pass);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class AnimationTransformBranch extends Graphic {\r\n public readonly nodeId: number;\r\n public readonly graphic: Graphic;\r\n\r\n public constructor(graphic: RenderGraphic, nodeId: number) {\r\n super();\r\n assert(graphic instanceof Graphic);\r\n this.graphic = graphic;\r\n this.nodeId = nodeId;\r\n }\r\n\r\n public override dispose() {\r\n this.graphic.dispose();\r\n }\r\n\r\n public override get isDisposed() {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable() {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public override collectStatistics(stats: RenderMemory.Statistics) {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n\r\n public override addCommands(commands: RenderCommands) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addCommands(commands);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\r\n commands.target.currentAnimationTransformNodeId = this.nodeId;\r\n this.graphic.addHiliteCommands(commands, pass);\r\n commands.target.currentAnimationTransformNodeId = undefined;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class WorldDecorations extends Branch {\r\n public constructor(viewFlags: ViewFlags) {\r\n super(new GraphicBranch(), Transform.identity, viewFlags);\r\n\r\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\r\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\r\n // Make all subcategories visible.\r\n this.branch.symbologyOverrides.ignoreSubCategory = true;\r\n }\r\n\r\n public init(decs: GraphicList): void {\r\n this.branch.clear();\r\n for (const dec of decs) {\r\n this.branch.add(dec);\r\n }\r\n }\r\n}\r\n/** @internal */\r\nexport class GraphicsArray extends Graphic {\r\n // Note: We assume the graphics array we get contains undisposed graphics to start\r\n constructor(public graphics: RenderGraphic[]) { super(); }\r\n\r\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphics.some((x) => (x as Graphic).isPickable);\r\n }\r\n\r\n public dispose() {\r\n for (const graphic of this.graphics)\r\n dispose(graphic);\r\n this.graphics.length = 0;\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addCommands(commands);\r\n }\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n for (const graphic of this.graphics) {\r\n (graphic as Graphic).addHiliteCommands(commands, pass);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n for (const graphic of this.graphics)\r\n graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n for (const graphic of this.graphics)\r\n graphic.unionRange(range);\r\n }\r\n}\r\n"]}
@@ -6,6 +6,7 @@ import { Graphic } from "./Graphic";
6
6
  import { RenderCommands } from "./RenderCommands";
7
7
  import { RenderPass } from "./RenderFlags";
8
8
  import { Target } from "./Target";
9
+ import { Range3d } from "@itwin/core-geometry";
9
10
  declare abstract class GraphicWrapper extends Graphic {
10
11
  readonly graphic: Graphic;
11
12
  protected constructor(graphic: Graphic);
@@ -13,6 +14,7 @@ declare abstract class GraphicWrapper extends Graphic {
13
14
  get isDisposed(): boolean;
14
15
  get isPickable(): boolean;
15
16
  collectStatistics(stats: RenderMemory.Statistics): void;
17
+ unionRange(range: Range3d): void;
16
18
  }
17
19
  /** Within a single tile, contains graphics belonging to a single layer.
18
20
  * The same layer may appear in multiple tiles, both within the same tile tree and in other tile trees.
@@ -1 +1 @@
1
- {"version":3,"file":"Layer.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Layer.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAElC,uBAAe,cAAe,SAAQ,OAAO;IAC3C,SAAgB,OAAO,EAAE,OAAO,CAAC;IAEjC,SAAS,aAAa,OAAO,EAAE,OAAO;IAK/B,OAAO,IAAI,IAAI;IAItB,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;CAG/D;AAED;;;;GAIG;AACH,qBAAa,KAAM,SAAQ,cAAc;IACvC,SAAgB,OAAO,EAAE,MAAM,CAAC;IAChC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;IAC/B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;gBAEZ,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM;IAS7C,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM;IAInC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;CAGpF;AAED;;;GAGG;AACH,qBAAa,cAAe,SAAQ,cAAc;IAChD,SAAgB,UAAU,EAAE,UAAU,CAAC;IACvC,SAAgB,SAAS,EAAE,MAAM,CAAC;gBAEf,OAAO,EAAE,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM;IAY7F,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;CAGpF"}
1
+ {"version":3,"file":"Layer.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Layer.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C,uBAAe,cAAe,SAAQ,OAAO;IAC3C,SAAgB,OAAO,EAAE,OAAO,CAAC;IAEjC,SAAS,aAAa,OAAO,EAAE,OAAO;IAK/B,OAAO,IAAI,IAAI;IAItB,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;CAG1C;AAED;;;;GAIG;AACH,qBAAa,KAAM,SAAQ,cAAc;IACvC,SAAgB,OAAO,EAAE,MAAM,CAAC;IAChC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;IAC/B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAS;gBAEZ,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM;IAS7C,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM;IAInC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;CAGpF;AAED;;;GAGG;AACH,qBAAa,cAAe,SAAQ,cAAc;IAChD,SAAgB,UAAU,EAAE,UAAU,CAAC;IACvC,SAAgB,SAAS,EAAE,MAAM,CAAC;gBAEf,OAAO,EAAE,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM;IAY7F,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;CAGpF"}
@@ -27,6 +27,9 @@ class GraphicWrapper extends Graphic_1.Graphic {
27
27
  collectStatistics(stats) {
28
28
  this.graphic.collectStatistics(stats);
29
29
  }
30
+ unionRange(range) {
31
+ this.graphic.unionRange(range);
32
+ }
30
33
  }
31
34
  /** Within a single tile, contains graphics belonging to a single layer.
32
35
  * The same layer may appear in multiple tiles, both within the same tile tree and in other tile trees.
@@ -1 +1 @@
1
- {"version":3,"file":"Layer.js","sourceRoot":"","sources":["../../../../src/render/webgl/Layer.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA2C;AAE3C,uCAAoC;AAKpC,MAAe,cAAe,SAAQ,iBAAO;IAG3C,YAAsB,OAAgB;QACpC,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACzB,CAAC;IAEM,OAAO;QACZ,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;IACzB,CAAC;IAED,IAAW,UAAU;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;IACjC,CAAC;IAED,IAAoB,UAAU;QAC5B,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;IACjC,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;CACF;AAED;;;;GAIG;AACH,MAAa,KAAM,SAAQ,cAAc;IAKvC,YAAmB,OAAgB,EAAE,OAAe;QAClD,KAAK,CAAC,OAAO,CAAC,CAAC;QACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QAEvB,MAAM,IAAI,GAAG,mBAAI,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QACzC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACxB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;IAC1B,CAAC;IAEM,WAAW,CAAC,MAAc;QAC/B,OAAO,MAAM,CAAC,gCAAgC,CAAC,sBAAsB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAChG,CAAC;IAEM,WAAW,CAAC,QAAwB;QACzC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEe,iBAAiB,CAAC,QAAwB,EAAE,IAAgB;QAC1E,QAAQ,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;IACtD,CAAC;CACF;AAzBD,sBAyBC;AAED;;;GAGG;AACH,MAAa,cAAe,SAAQ,cAAc;IAIhD,YAAmB,OAAgB,EAAE,aAAsB,EAAE,YAAoB,EAAE,SAAiB;QAClG,KAAK,CAAC,OAAO,CAAC,CAAC;QACf,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAE3B,IAAI,aAAa;YACf,IAAI,CAAC,UAAU,oCAA2B,CAAC;aACxC,IAAI,YAAY,GAAG,CAAC;YACvB,IAAI,CAAC,UAAU,uCAA+B,CAAC;;YAE/C,IAAI,CAAC,UAAU,kCAA0B,CAAC,CAAC,wEAAwE;IACvH,CAAC;IAEM,WAAW,CAAC,QAAwB;QACzC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAEe,iBAAiB,CAAC,QAAwB,EAAE,IAAgB;QAC1E,QAAQ,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;IACtD,CAAC;CACF;AAvBD,wCAuBC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Id64 } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\n\r\nabstract class GraphicWrapper extends Graphic {\r\n public readonly graphic: Graphic;\r\n\r\n protected constructor(graphic: Graphic) {\r\n super();\r\n this.graphic = graphic;\r\n }\r\n\r\n public dispose(): void {\r\n this.graphic.dispose();\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n}\r\n\r\n/** Within a single tile, contains graphics belonging to a single layer.\r\n * The same layer may appear in multiple tiles, both within the same tile tree and in other tile trees.\r\n * Within a single tile tree, all Layers are contained within the same LayerContainer.\r\n * @internal\r\n */\r\nexport class Layer extends GraphicWrapper {\r\n public readonly layerId: string;\r\n private readonly _idLo: number;\r\n private readonly _idHi: number;\r\n\r\n public constructor(graphic: Graphic, layerId: string) {\r\n super(graphic);\r\n this.layerId = layerId;\r\n\r\n const pair = Id64.getUint32Pair(layerId);\r\n this._idLo = pair.lower;\r\n this._idHi = pair.upper;\r\n }\r\n\r\n public getPriority(target: Target): number {\r\n return target.currentFeatureSymbologyOverrides.getSubCategoryPriority(this._idLo, this._idHi);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addLayerCommands(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n commands.addHiliteLayerCommands(this.graphic, pass);\r\n }\r\n}\r\n\r\n/** Contains a GraphicBranch that can contain Layers, for a single model / tile-tree.\r\n * All geometry within the container has the same Z.\r\n * @internal\r\n */\r\nexport class LayerContainer extends GraphicWrapper {\r\n public readonly renderPass: RenderPass;\r\n public readonly elevation: number;\r\n\r\n public constructor(graphic: Graphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\r\n super(graphic);\r\n this.elevation = elevation;\r\n\r\n if (drawAsOverlay)\r\n this.renderPass = RenderPass.OverlayLayers;\r\n else if (transparency > 0)\r\n this.renderPass = RenderPass.TranslucentLayers;\r\n else\r\n this.renderPass = RenderPass.OpaqueLayers; // ###TODO: What about layers containing naturally-transparent geometry?\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.processLayers(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n commands.addHiliteLayerCommands(this.graphic, pass);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"Layer.js","sourceRoot":"","sources":["../../../../src/render/webgl/Layer.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sDAA2C;AAE3C,uCAAoC;AAMpC,MAAe,cAAe,SAAQ,iBAAO;IAG3C,YAAsB,OAAgB;QACpC,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACzB,CAAC;IAEM,OAAO;QACZ,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;IACzB,CAAC;IAED,IAAW,UAAU;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;IACjC,CAAC;IAED,IAAoB,UAAU;QAC5B,OAAO,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;IACjC,CAAC;IAEM,iBAAiB,CAAC,KAA8B;QACrD,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;IAEe,UAAU,CAAC,KAAc;QACvC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;IACjC,CAAC;CACF;AAED;;;;GAIG;AACH,MAAa,KAAM,SAAQ,cAAc;IAKvC,YAAmB,OAAgB,EAAE,OAAe;QAClD,KAAK,CAAC,OAAO,CAAC,CAAC;QACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QAEvB,MAAM,IAAI,GAAG,mBAAI,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QACzC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACxB,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;IAC1B,CAAC;IAEM,WAAW,CAAC,MAAc;QAC/B,OAAO,MAAM,CAAC,gCAAgC,CAAC,sBAAsB,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAChG,CAAC;IAEM,WAAW,CAAC,QAAwB;QACzC,QAAQ,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;IAClC,CAAC;IAEe,iBAAiB,CAAC,QAAwB,EAAE,IAAgB;QAC1E,QAAQ,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;IACtD,CAAC;CACF;AAzBD,sBAyBC;AAED;;;GAGG;AACH,MAAa,cAAe,SAAQ,cAAc;IAIhD,YAAmB,OAAgB,EAAE,aAAsB,EAAE,YAAoB,EAAE,SAAiB;QAClG,KAAK,CAAC,OAAO,CAAC,CAAC;QACf,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAE3B,IAAI,aAAa;YACf,IAAI,CAAC,UAAU,oCAA2B,CAAC;aACxC,IAAI,YAAY,GAAG,CAAC;YACvB,IAAI,CAAC,UAAU,uCAA+B,CAAC;;YAE/C,IAAI,CAAC,UAAU,kCAA0B,CAAC,CAAC,wEAAwE;IACvH,CAAC;IAEM,WAAW,CAAC,QAAwB;QACzC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;IAEe,iBAAiB,CAAC,QAAwB,EAAE,IAAgB;QAC1E,QAAQ,CAAC,sBAAsB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;IACtD,CAAC;CACF;AAvBD,wCAuBC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { Id64 } from \"@itwin/core-bentley\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { Target } from \"./Target\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\n\r\nabstract class GraphicWrapper extends Graphic {\r\n public readonly graphic: Graphic;\r\n\r\n protected constructor(graphic: Graphic) {\r\n super();\r\n this.graphic = graphic;\r\n }\r\n\r\n public dispose(): void {\r\n this.graphic.dispose();\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.graphic.isDisposed;\r\n }\r\n\r\n public override get isPickable(): boolean {\r\n return this.graphic.isPickable;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.graphic.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n this.graphic.unionRange(range);\r\n }\r\n}\r\n\r\n/** Within a single tile, contains graphics belonging to a single layer.\r\n * The same layer may appear in multiple tiles, both within the same tile tree and in other tile trees.\r\n * Within a single tile tree, all Layers are contained within the same LayerContainer.\r\n * @internal\r\n */\r\nexport class Layer extends GraphicWrapper {\r\n public readonly layerId: string;\r\n private readonly _idLo: number;\r\n private readonly _idHi: number;\r\n\r\n public constructor(graphic: Graphic, layerId: string) {\r\n super(graphic);\r\n this.layerId = layerId;\r\n\r\n const pair = Id64.getUint32Pair(layerId);\r\n this._idLo = pair.lower;\r\n this._idHi = pair.upper;\r\n }\r\n\r\n public getPriority(target: Target): number {\r\n return target.currentFeatureSymbologyOverrides.getSubCategoryPriority(this._idLo, this._idHi);\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.addLayerCommands(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n commands.addHiliteLayerCommands(this.graphic, pass);\r\n }\r\n}\r\n\r\n/** Contains a GraphicBranch that can contain Layers, for a single model / tile-tree.\r\n * All geometry within the container has the same Z.\r\n * @internal\r\n */\r\nexport class LayerContainer extends GraphicWrapper {\r\n public readonly renderPass: RenderPass;\r\n public readonly elevation: number;\r\n\r\n public constructor(graphic: Graphic, drawAsOverlay: boolean, transparency: number, elevation: number) {\r\n super(graphic);\r\n this.elevation = elevation;\r\n\r\n if (drawAsOverlay)\r\n this.renderPass = RenderPass.OverlayLayers;\r\n else if (transparency > 0)\r\n this.renderPass = RenderPass.TranslucentLayers;\r\n else\r\n this.renderPass = RenderPass.OpaqueLayers; // ###TODO: What about layers containing naturally-transparent geometry?\r\n }\r\n\r\n public addCommands(commands: RenderCommands): void {\r\n commands.processLayers(this);\r\n }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n commands.addHiliteLayerCommands(this.graphic, pass);\r\n }\r\n}\r\n"]}
@@ -33,6 +33,7 @@ export declare class MeshGraphic extends Graphic {
33
33
  readonly meshData: MeshData;
34
34
  private readonly _primitives;
35
35
  private readonly _instances?;
36
+ private readonly _meshRange;
36
37
  static create(geometry: MeshRenderGeometry, instances?: InstancedGraphicParams | PatternBuffers): MeshGraphic | undefined;
37
38
  private addPrimitive;
38
39
  private constructor();
@@ -40,6 +41,7 @@ export declare class MeshGraphic extends Graphic {
40
41
  get isPickable(): boolean;
41
42
  dispose(): void;
42
43
  collectStatistics(stats: RenderMemory.Statistics): void;
44
+ unionRange(range: Range3d): void;
43
45
  addCommands(cmds: RenderCommands): void;
44
46
  addHiliteCommands(cmds: RenderCommands, pass: RenderPass): void;
45
47
  get surfaceType(): SurfaceType;
@@ -1 +1 @@
1
- {"version":3,"file":"Mesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Mesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACxD,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,UAAU,EAAE,MAAM,2CAA2C,CAAC;AACvE,OAAO,EAAE,WAAW,EAAE,MAAM,8CAA8C,CAAC;AAC3E,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAG/C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAmB,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAEtE,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,oBAAoB,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AAC5F,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,gBAAgB;AAChB,qBAAa,kBAAkB;IAC7B,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAgB,OAAO,CAAC,EAAE,eAAe,CAAC;IAC1C,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,eAAe,CAAC,EAAE,sBAAsB,CAAC;IACzD,SAAgB,aAAa,CAAC,EAAE,oBAAoB,CAAC;IACrD,SAAgB,YAAY,CAAC,EAAE,mBAAmB,CAAC;IACnD,SAAgB,KAAK,EAAE,OAAO,CAAC;IAE/B,OAAO;WAqBO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,qBAAqB,EAAE,OAAO,GAAG,SAAS,GAAG,kBAAkB,GAAG,SAAS;IAK7G,OAAO;IASP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU;CAQxD;AAED,gBAAgB;AAChB,qBAAa,WAAY,SAAQ,OAAO;IACtC,SAAgB,QAAQ,EAAE,QAAQ,CAAC;IACnC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAmB;IAC/C,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAmC;WAEjD,MAAM,CAAC,QAAQ,EAAE,kBAAkB,EAAE,SAAS,CAAC,EAAE,sBAAsB,GAAG,cAAc,GAAG,WAAW,GAAG,SAAS;IAgBhI,OAAO,CAAC,YAAY;IAUpB,OAAO;IAYP,IAAW,UAAU,IAAI,OAAO,CAAsE;IACtG,IAAW,UAAU,YAAoB;IAElC,OAAO;IASP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAMvD,WAAW,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI;IAC9B,iBAAiB,CAAC,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAE/E,IAAW,WAAW,IAAI,WAAW,CAA+B;CACrE"}
1
+ {"version":3,"file":"Mesh.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Mesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AACxD,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,UAAU,EAAE,MAAM,2CAA2C,CAAC;AACvE,OAAO,EAAE,WAAW,EAAE,MAAM,8CAA8C,CAAC;AAC3E,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAG/C,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAmB,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAEtE,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,YAAY,EAAE,oBAAoB,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAC;AAC5F,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC,gBAAgB;AAChB,qBAAa,kBAAkB;IAC7B,SAAgB,IAAI,EAAE,QAAQ,CAAC;IAC/B,SAAgB,OAAO,CAAC,EAAE,eAAe,CAAC;IAC1C,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,eAAe,CAAC,EAAE,sBAAsB,CAAC;IACzD,SAAgB,aAAa,CAAC,EAAE,oBAAoB,CAAC;IACrD,SAAgB,YAAY,CAAC,EAAE,mBAAmB,CAAC;IACnD,SAAgB,KAAK,EAAE,OAAO,CAAC;IAE/B,OAAO;WAqBO,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,qBAAqB,EAAE,OAAO,GAAG,SAAS,GAAG,kBAAkB,GAAG,SAAS;IAK7G,OAAO;IASP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU;CAQxD;AAED,gBAAgB;AAChB,qBAAa,WAAY,SAAQ,OAAO;IACtC,SAAgB,QAAQ,EAAE,QAAQ,CAAC;IACnC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAmB;IAC/C,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAmC;IAC/D,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAU;WAEvB,MAAM,CAAC,QAAQ,EAAE,kBAAkB,EAAE,SAAS,CAAC,EAAE,sBAAsB,GAAG,cAAc,GAAG,WAAW,GAAG,SAAS;IAgBhI,OAAO,CAAC,YAAY;IAUpB,OAAO;IAaP,IAAW,UAAU,IAAI,OAAO,CAAsE;IACtG,IAAW,UAAU,YAAoB;IAElC,OAAO;IASP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAM9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAOlC,WAAW,CAAC,IAAI,EAAE,cAAc,GAAG,IAAI;IAC9B,iBAAiB,CAAC,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAE/E,IAAW,WAAW,IAAI,WAAW,CAA+B;CACrE"}
@@ -87,6 +87,7 @@ class MeshGraphic extends Graphic_1.Graphic {
87
87
  super();
88
88
  this._primitives = [];
89
89
  this.meshData = geometry.data;
90
+ this._meshRange = geometry.range;
90
91
  this._instances = instances;
91
92
  this.addPrimitive(geometry.surface);
92
93
  this.addPrimitive(geometry.segmentEdges);
@@ -108,6 +109,12 @@ class MeshGraphic extends Graphic_1.Graphic {
108
109
  this._primitives.forEach((prim) => prim.collectStatistics(stats));
109
110
  this._instances?.collectStatistics(stats);
110
111
  }
112
+ unionRange(range) {
113
+ if (this._instances)
114
+ range.extendRange(range);
115
+ else
116
+ range.extendRange(this._meshRange);
117
+ }
111
118
  addCommands(cmds) { this._primitives.forEach((prim) => prim.addCommands(cmds)); }
112
119
  addHiliteCommands(cmds, pass) { this._primitives.forEach((prim) => prim.addHiliteCommands(cmds, pass)); }
113
120
  get surfaceType() { return this.meshData.type; }
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport { InstancedGraphicParams } from \"../InstancedGraphicParams\";\r\nimport { MeshParams } from \"../../common/render/primitives/MeshParams\";\r\nimport { SurfaceType } from \"../../common/render/primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderGeometry } from \"../RenderSystem\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { InstanceBuffers, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { EdgeGeometry, PolylineEdgeGeometry, SilhouetteEdgeGeometry } from \"./EdgeGeometry\";\r\nimport { IndexedEdgeGeometry } from \"./IndexedEdgeGeometry\";\r\nimport { SurfaceGeometry } from \"./SurfaceGeometry\";\r\nimport { MeshData } from \"./MeshData\";\r\n\r\n/** @internal */\r\nexport class MeshRenderGeometry {\r\n public readonly data: MeshData;\r\n public readonly surface?: SurfaceGeometry;\r\n public readonly segmentEdges?: EdgeGeometry;\r\n public readonly silhouetteEdges?: SilhouetteEdgeGeometry;\r\n public readonly polylineEdges?: PolylineEdgeGeometry;\r\n public readonly indexedEdges?: IndexedEdgeGeometry;\r\n public readonly range: Range3d;\r\n\r\n private constructor(data: MeshData, params: MeshParams) {\r\n this.data = data;\r\n this.range = params.vertices.qparams.computeRange();\r\n this.surface = SurfaceGeometry.create(data, params.surface.indices);\r\n const edges = params.edges;\r\n if (!edges || data.type === SurfaceType.VolumeClassifier)\r\n return;\r\n\r\n if (edges.silhouettes)\r\n this.silhouetteEdges = SilhouetteEdgeGeometry.createSilhouettes(data, edges.silhouettes);\r\n\r\n if (edges.segments)\r\n this.segmentEdges = EdgeGeometry.create(data, edges.segments);\r\n\r\n if (edges.polylines)\r\n this.polylineEdges = PolylineEdgeGeometry.create(data, edges.polylines);\r\n\r\n if (edges.indexed)\r\n this.indexedEdges = IndexedEdgeGeometry.create(data, edges.indexed);\r\n }\r\n\r\n public static create(params: MeshParams, viewIndependentOrigin: Point3d | undefined): MeshRenderGeometry | undefined {\r\n const data = MeshData.create(params, viewIndependentOrigin);\r\n return data ? new this(data, params) : undefined;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.data);\r\n dispose(this.surface);\r\n dispose(this.segmentEdges);\r\n dispose(this.silhouetteEdges);\r\n dispose(this.polylineEdges);\r\n dispose(this.indexedEdges);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics) {\r\n this.data.collectStatistics(stats);\r\n this.surface?.collectStatistics(stats);\r\n this.segmentEdges?.collectStatistics(stats);\r\n this.silhouetteEdges?.collectStatistics(stats);\r\n this.polylineEdges?.collectStatistics(stats);\r\n this.indexedEdges?.collectStatistics(stats);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshGraphic extends Graphic {\r\n public readonly meshData: MeshData;\r\n private readonly _primitives: Primitive[] = [];\r\n private readonly _instances?: InstanceBuffers | PatternBuffers;\r\n\r\n public static create(geometry: MeshRenderGeometry, instances?: InstancedGraphicParams | PatternBuffers): MeshGraphic | undefined {\r\n let buffers;\r\n if (instances) {\r\n if (instances instanceof PatternBuffers) {\r\n buffers = instances;\r\n } else {\r\n const instancesRange = instances.range ?? InstanceBuffers.computeRange(geometry.range, instances.transforms, instances.transformCenter);\r\n buffers = InstanceBuffers.create(instances, instancesRange);\r\n if (!buffers)\r\n return undefined;\r\n }\r\n }\r\n\r\n return new MeshGraphic(geometry, buffers);\r\n }\r\n\r\n private addPrimitive(geometry: RenderGeometry | undefined) {\r\n if (!geometry)\r\n return;\r\n\r\n assert(geometry instanceof CachedGeometry);\r\n const primitive = Primitive.createShared(geometry, this._instances);\r\n if (primitive)\r\n this._primitives.push(primitive);\r\n }\r\n\r\n private constructor(geometry: MeshRenderGeometry, instances?: InstanceBuffers | PatternBuffers) {\r\n super();\r\n this.meshData = geometry.data;\r\n this._instances = instances;\r\n\r\n this.addPrimitive(geometry.surface);\r\n this.addPrimitive(geometry.segmentEdges);\r\n this.addPrimitive(geometry.silhouetteEdges);\r\n this.addPrimitive(geometry.polylineEdges);\r\n this.addPrimitive(geometry.indexedEdges);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.meshData.isDisposed && 0 === this._primitives.length; }\r\n public get isPickable() { return false; }\r\n\r\n public dispose() {\r\n for (const primitive of this._primitives)\r\n dispose(primitive);\r\n\r\n dispose(this.meshData);\r\n dispose(this._instances);\r\n this._primitives.length = 0;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.meshData.collectStatistics(stats);\r\n this._primitives.forEach((prim) => prim.collectStatistics(stats));\r\n this._instances?.collectStatistics(stats);\r\n }\r\n\r\n public addCommands(cmds: RenderCommands): void { this._primitives.forEach((prim) => prim.addCommands(cmds)); }\r\n public override addHiliteCommands(cmds: RenderCommands, pass: RenderPass): void { this._primitives.forEach((prim) => prim.addHiliteCommands(cmds, pass)); }\r\n\r\n public get surfaceType(): SurfaceType { return this.meshData.type; }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d, Range3d } from \"@itwin/core-geometry\";\r\nimport { InstancedGraphicParams } from \"../InstancedGraphicParams\";\r\nimport { MeshParams } from \"../../common/render/primitives/MeshParams\";\r\nimport { SurfaceType } from \"../../common/render/primitives/SurfaceParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { RenderGeometry } from \"../RenderSystem\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { InstanceBuffers, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { EdgeGeometry, PolylineEdgeGeometry, SilhouetteEdgeGeometry } from \"./EdgeGeometry\";\r\nimport { IndexedEdgeGeometry } from \"./IndexedEdgeGeometry\";\r\nimport { SurfaceGeometry } from \"./SurfaceGeometry\";\r\nimport { MeshData } from \"./MeshData\";\r\n\r\n/** @internal */\r\nexport class MeshRenderGeometry {\r\n public readonly data: MeshData;\r\n public readonly surface?: SurfaceGeometry;\r\n public readonly segmentEdges?: EdgeGeometry;\r\n public readonly silhouetteEdges?: SilhouetteEdgeGeometry;\r\n public readonly polylineEdges?: PolylineEdgeGeometry;\r\n public readonly indexedEdges?: IndexedEdgeGeometry;\r\n public readonly range: Range3d;\r\n\r\n private constructor(data: MeshData, params: MeshParams) {\r\n this.data = data;\r\n this.range = params.vertices.qparams.computeRange();\r\n this.surface = SurfaceGeometry.create(data, params.surface.indices);\r\n const edges = params.edges;\r\n if (!edges || data.type === SurfaceType.VolumeClassifier)\r\n return;\r\n\r\n if (edges.silhouettes)\r\n this.silhouetteEdges = SilhouetteEdgeGeometry.createSilhouettes(data, edges.silhouettes);\r\n\r\n if (edges.segments)\r\n this.segmentEdges = EdgeGeometry.create(data, edges.segments);\r\n\r\n if (edges.polylines)\r\n this.polylineEdges = PolylineEdgeGeometry.create(data, edges.polylines);\r\n\r\n if (edges.indexed)\r\n this.indexedEdges = IndexedEdgeGeometry.create(data, edges.indexed);\r\n }\r\n\r\n public static create(params: MeshParams, viewIndependentOrigin: Point3d | undefined): MeshRenderGeometry | undefined {\r\n const data = MeshData.create(params, viewIndependentOrigin);\r\n return data ? new this(data, params) : undefined;\r\n }\r\n\r\n public dispose() {\r\n dispose(this.data);\r\n dispose(this.surface);\r\n dispose(this.segmentEdges);\r\n dispose(this.silhouetteEdges);\r\n dispose(this.polylineEdges);\r\n dispose(this.indexedEdges);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics) {\r\n this.data.collectStatistics(stats);\r\n this.surface?.collectStatistics(stats);\r\n this.segmentEdges?.collectStatistics(stats);\r\n this.silhouetteEdges?.collectStatistics(stats);\r\n this.polylineEdges?.collectStatistics(stats);\r\n this.indexedEdges?.collectStatistics(stats);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class MeshGraphic extends Graphic {\r\n public readonly meshData: MeshData;\r\n private readonly _primitives: Primitive[] = [];\r\n private readonly _instances?: InstanceBuffers | PatternBuffers;\r\n private readonly _meshRange: Range3d;\r\n\r\n public static create(geometry: MeshRenderGeometry, instances?: InstancedGraphicParams | PatternBuffers): MeshGraphic | undefined {\r\n let buffers;\r\n if (instances) {\r\n if (instances instanceof PatternBuffers) {\r\n buffers = instances;\r\n } else {\r\n const instancesRange = instances.range ?? InstanceBuffers.computeRange(geometry.range, instances.transforms, instances.transformCenter);\r\n buffers = InstanceBuffers.create(instances, instancesRange);\r\n if (!buffers)\r\n return undefined;\r\n }\r\n }\r\n\r\n return new MeshGraphic(geometry, buffers);\r\n }\r\n\r\n private addPrimitive(geometry: RenderGeometry | undefined) {\r\n if (!geometry)\r\n return;\r\n\r\n assert(geometry instanceof CachedGeometry);\r\n const primitive = Primitive.createShared(geometry, this._instances);\r\n if (primitive)\r\n this._primitives.push(primitive);\r\n }\r\n\r\n private constructor(geometry: MeshRenderGeometry, instances?: InstanceBuffers | PatternBuffers) {\r\n super();\r\n this.meshData = geometry.data;\r\n this._meshRange = geometry.range;\r\n this._instances = instances;\r\n\r\n this.addPrimitive(geometry.surface);\r\n this.addPrimitive(geometry.segmentEdges);\r\n this.addPrimitive(geometry.silhouetteEdges);\r\n this.addPrimitive(geometry.polylineEdges);\r\n this.addPrimitive(geometry.indexedEdges);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.meshData.isDisposed && 0 === this._primitives.length; }\r\n public get isPickable() { return false; }\r\n\r\n public dispose() {\r\n for (const primitive of this._primitives)\r\n dispose(primitive);\r\n\r\n dispose(this.meshData);\r\n dispose(this._instances);\r\n this._primitives.length = 0;\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.meshData.collectStatistics(stats);\r\n this._primitives.forEach((prim) => prim.collectStatistics(stats));\r\n this._instances?.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n if (this._instances)\r\n range.extendRange(range);\r\n else\r\n range.extendRange(this._meshRange);\r\n }\r\n\r\n public addCommands(cmds: RenderCommands): void { this._primitives.forEach((prim) => prim.addCommands(cmds)); }\r\n public override addHiliteCommands(cmds: RenderCommands, pass: RenderPass): void { this._primitives.forEach((prim) => prim.addHiliteCommands(cmds, pass)); }\r\n\r\n public get surfaceType(): SurfaceType { return this.meshData.type; }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from "@itwin/core-common";
1
+ import { SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from "@itwin/core-common";
2
2
  import { Matrix4d } from "@itwin/core-geometry";
3
3
  import { PlanarClipMaskState } from "../../PlanarClipMaskState";
4
4
  import { SpatialClassifierTileTreeReference } from "../../tile/internal";
@@ -10,6 +10,7 @@ import { BatchState } from "./BatchState";
10
10
  import { WebGLDisposable } from "./Disposable";
11
11
  import { Target } from "./Target";
12
12
  import { Texture } from "./Texture";
13
+ import { ActiveSpatialClassifier } from "../../SpatialClassifiersState";
13
14
  export declare enum PlanarClassifierContent {
14
15
  None = 0,
15
16
  MaskOnly = 1,
@@ -62,7 +63,7 @@ export declare class PlanarClassifier extends RenderPlanarClassifier implements
62
63
  get outsideDisplay(): SpatialClassifierOutsideDisplay;
63
64
  get isClassifyingPointCloud(): boolean;
64
65
  addGraphic(graphic: RenderGraphic): void;
65
- static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier;
66
+ static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier;
66
67
  collectStatistics(stats: RenderMemory.Statistics): void;
67
68
  get isDisposed(): boolean;
68
69
  dispose(): void;
@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifier, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n transparency: TextureTransparency.Opaque,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\r\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n}\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nclass ClassifierFrameBuffers implements WebGLDisposable {\r\n private constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer,\r\n private readonly _fbo: FrameBuffer,\r\n private readonly _clearGeom: ViewportQuadGeometry) {\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: SpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: SpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n public get textureImageCount(): number { return this._contentMode; }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\r\n params[2] = - params[2];\r\n\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: SpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n public getOrCreateClassifierTexture(): Texture | undefined {\r\n if (undefined === this._classifierBuffers)\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n\r\n return this._classifierCombinedBuffer?.texture;\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n public get sourceTransparency() {\r\n return this._classifierTreeRef?.transparency;\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n const requiredHeight = context.target.viewRect.height;\r\n const requiredWidth = context.target.viewRect.width;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const maskViewFlags = {\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueLinear));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { dispose } from \"@itwin/core-bentley\";\r\nimport {\r\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\r\n} from \"@itwin/core-common\";\r\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { PlanarClipMaskState } from \"../../PlanarClipMaskState\";\r\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../tile/internal\";\r\nimport { SceneContext } from \"../../ViewContext\";\r\nimport { ViewState3d } from \"../../ViewState\";\r\nimport { FeatureSymbology } from \"../FeatureSymbology\";\r\nimport { RenderGraphic } from \"../RenderGraphic\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { DrawCommands } from \"./DrawCommand\";\r\nimport { FrameBuffer } from \"./FrameBuffer\";\r\nimport { GL } from \"./GL\";\r\nimport { Batch, Branch } from \"./Graphic\";\r\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { RenderPass } from \"./RenderFlags\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { getDrawParams } from \"./ScratchDrawParams\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Texture, TextureHandle } from \"./Texture\";\r\nimport { ActiveSpatialClassifier } from \"../../SpatialClassifiersState\";\r\n\r\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\r\n\r\nfunction createTexture(handle: TextureHandle): Texture {\r\n return new Texture({\r\n handle,\r\n ownership: \"external\",\r\n type: RenderTexture.Type.TileSection,\r\n transparency: TextureTransparency.Opaque,\r\n });\r\n}\r\n\r\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\r\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n}\r\n\r\nclass ClassifierTextures implements WebGLDisposable {\r\n private constructor(public readonly color: Texture,\r\n public readonly feature: Texture,\r\n public readonly hilite: Texture) { }\r\n\r\n public get isDisposed(): boolean {\r\n return this.color.isDisposed\r\n && this.feature.isDisposed\r\n && this.hilite.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this.color);\r\n dispose(this.feature);\r\n dispose(this.hilite);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addPlanarClassifier(this.color.bytesUsed);\r\n stats.addPlanarClassifier(this.feature.bytesUsed);\r\n stats.addPlanarClassifier(this.hilite.bytesUsed);\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierTextures | undefined {\r\n const hColor = createTextureHandle(width, height);\r\n const hFeature = createTextureHandle(width, height);\r\n const hHilite = createTextureHandle(width, height);\r\n if (!hColor || !hFeature || !hHilite)\r\n return undefined;\r\n\r\n const color = createTexture(hColor);\r\n const feature = createTexture(hFeature);\r\n const hilite = createTexture(hHilite);\r\n if (!color || !feature || !hilite)\r\n return undefined;\r\n\r\n return new ClassifierTextures(color, feature, hilite);\r\n }\r\n}\r\n\r\nclass ClassifierFrameBuffers implements WebGLDisposable {\r\n private constructor(\r\n public readonly textures: ClassifierTextures,\r\n private readonly _hilite: FrameBuffer,\r\n private readonly _fbo: FrameBuffer,\r\n private readonly _clearGeom: ViewportQuadGeometry) {\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\r\n }\r\n\r\n public dispose(): void {\r\n dispose(this._fbo);\r\n dispose(this._clearGeom);\r\n dispose(this.textures);\r\n dispose(this._hilite);\r\n }\r\n\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\r\n target.techniques.draw(getDrawParams(target, this._clearGeom));\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n\r\n public drawHilite(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.frameBufferStack.execute(this._hilite, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.Hilite);\r\n });\r\n }\r\n\r\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\r\n const textures = ClassifierTextures.create(width, height);\r\n if (undefined === textures)\r\n return undefined;\r\n\r\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\r\n if (undefined === hiliteFbo)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\r\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\r\n }\r\n}\r\n\r\ninterface TextureAndFbo {\r\n texture: Texture;\r\n fbo: FrameBuffer;\r\n}\r\n\r\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\r\n public texture: Texture;\r\n protected fbo: FrameBuffer;\r\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\r\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\r\n protected constructor(textureAndFbo: TextureAndFbo) {\r\n this.texture = textureAndFbo.texture;\r\n this.fbo = textureAndFbo.fbo;\r\n }\r\n public dispose(): void {\r\n dispose(this.texture);\r\n dispose(this.fbo);\r\n }\r\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\r\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\r\n if (!hTexture)\r\n return undefined;\r\n\r\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\r\n if (!texture)\r\n return undefined;\r\n\r\n const fbo = FrameBuffer.create([texture.texture]);\r\n if (undefined === fbo)\r\n return undefined;\r\n\r\n return { texture, fbo };\r\n }\r\n}\r\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\r\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\r\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\r\n }\r\n public draw(cmds: DrawCommands, target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\r\n });\r\n }\r\n}\r\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\r\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\r\n public compose(target: Target): void {\r\n const system = System.instance;\r\n const gl = system.context;\r\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\r\n system.frameBufferStack.execute(this.fbo, true, false, () => {\r\n gl.clearColor(0, 0, 0, 0);\r\n gl.clear(GL.BufferBit.Color);\r\n target.techniques.draw(getDrawParams(target, this._combineGeom));\r\n });\r\n }\r\n}\r\n\r\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = CombineTexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\r\n }\r\n}\r\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\r\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\r\n const combineGeom = Combine3TexturesGeometry.createGeometry(classifierColor.texture.getHandle()!, classifierFeature.texture.getHandle()!, mask.texture.getHandle()!);\r\n if (undefined === combineGeom)\r\n return undefined;\r\n\r\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\r\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\r\n }\r\n}\r\n\r\nconst scratchPrevRenderState = new RenderState();\r\n\r\n/** @internal */\r\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\r\n private _classifierBuffers?: ClassifierFrameBuffers;\r\n private _maskBuffer?: MaskFrameBuffer;\r\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\r\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\r\n private _projectionMatrix = Matrix4d.createIdentity();\r\n private _graphics?: RenderGraphic[];\r\n private readonly _classifierGraphics: RenderGraphic[] = [];\r\n private readonly _maskGraphics: RenderGraphic[] = [];\r\n private _frustum?: Frustum;\r\n private _width = 0;\r\n private _height = 0;\r\n private _baseBatchId = 0;\r\n private _anyHilited = false;\r\n private _anyOpaque = false;\r\n private _anyTranslucent = false;\r\n private _classifier?: ActiveSpatialClassifier;\r\n private readonly _plane = Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))!; // TBD -- Support other planes - default to X-Y for now.\r\n private readonly _renderState = new RenderState();\r\n private readonly _renderCommands: RenderCommands;\r\n private readonly _branchStack = new BranchStack();\r\n private readonly _batchState: BatchState;\r\n private _planarClipMask?: PlanarClipMaskState;\r\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\r\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\r\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\r\n\r\n private static _postProjectionMatrix = Matrix4d.createRowValues(\r\n 0, 1, 0, 0,\r\n 0, 0, -1, 0,\r\n 1, 0, 0, 0,\r\n 0, 0, 0, 1);\r\n private _debugFrustum?: Frustum;\r\n private _doDebugFrustum = false;\r\n private _debugFrustumGraphic?: RenderGraphic = undefined;\r\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\r\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\r\n\r\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\r\n super();\r\n this._classifier = classifier;\r\n\r\n const flags = this._renderState.flags;\r\n flags.depthMask = flags.blend = flags.depthTest = false;\r\n\r\n this._batchState = new BatchState(this._branchStack);\r\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\r\n }\r\n public get textureImageCount(): number { return this._contentMode; }\r\n\r\n public getParams(params: Float32Array): void {\r\n params[0] = this.insideDisplay;\r\n params[1] = this.outsideDisplay;\r\n params[2] = this._contentMode;\r\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\r\n params[2] = - params[2];\r\n\r\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\r\n\r\n }\r\n\r\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\r\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\r\n // public get properties(): SpatialClassifier { return this._classifier; }\r\n public get baseBatchId(): number { return this._baseBatchId; }\r\n public get anyHilited(): boolean { return this._anyHilited; }\r\n public get anyOpaque(): boolean { return this._anyOpaque; }\r\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\r\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\r\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\r\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\r\n\r\n public addGraphic(graphic: RenderGraphic) {\r\n this._graphics!.push(graphic);\r\n }\r\n\r\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\r\n return new PlanarClassifier(properties, target);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n if (undefined !== this._classifierBuffers)\r\n this._classifierBuffers.textures.collectStatistics(stats);\r\n\r\n if (undefined !== this._maskBuffer)\r\n this._maskBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer.collectStatistics(stats);\r\n\r\n if (undefined !== this._classifierAndMaskCombinedBuffer)\r\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\r\n }\r\n\r\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\r\n\r\n public dispose() {\r\n this._classifierBuffers = dispose(this._classifierBuffers);\r\n this._maskBuffer = dispose(this._maskBuffer);\r\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\r\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\r\n }\r\n\r\n public get texture(): Texture | undefined {\r\n switch (this._contentMode) {\r\n case PlanarClassifierContent.None:\r\n return undefined;\r\n case PlanarClassifierContent.ClassifierOnly:\r\n return this._classifierCombinedBuffer?.texture;\r\n case PlanarClassifierContent.MaskOnly:\r\n return this._maskBuffer?.texture;\r\n case PlanarClassifierContent.ClassifierAndMask:\r\n return this._classifierAndMaskCombinedBuffer?.texture;\r\n }\r\n }\r\n public getOrCreateClassifierTexture(): Texture | undefined {\r\n if (undefined === this._classifierBuffers)\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\r\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n\r\n return this._classifierCombinedBuffer?.texture;\r\n }\r\n\r\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\r\n graphics.forEach((graphic) => {\r\n if (graphic instanceof Batch) {\r\n batchState.push(graphic, true);\r\n batchState.pop();\r\n } else if (graphic instanceof Branch) {\r\n this.pushBatches(batchState, graphic.branch.entries);\r\n }\r\n });\r\n }\r\n public get sourceTransparency() {\r\n return this._classifierTreeRef?.transparency;\r\n }\r\n\r\n public pushBatchState(batchState: BatchState) {\r\n this._baseBatchId = batchState.nextBatchId - 1;\r\n if (undefined !== this._classifierGraphics)\r\n this.pushBatches(batchState, this._classifierGraphics);\r\n }\r\n\r\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\r\n this._classifierTreeRef = classifierTreeRef;\r\n this._classifier = classifierTreeRef?.activeClassifier;\r\n this._planarClipMask = planarClipMask;\r\n }\r\n\r\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\r\n this._classifierGraphics.length = this._maskGraphics.length = 0;\r\n if (undefined === context.viewingSpace)\r\n return;\r\n\r\n const viewState = context.viewingSpace.view as ViewState3d;\r\n if (undefined === viewState)\r\n return;\r\n\r\n const requiredHeight = context.target.viewRect.height;\r\n const requiredWidth = context.target.viewRect.width;\r\n\r\n if (requiredWidth !== this._width || requiredHeight !== this._height)\r\n this.dispose();\r\n\r\n this._width = requiredWidth;\r\n this._height = requiredHeight;\r\n const maskTrees = this._planarClipMask?.getTileTrees(viewState, target.modelId);\r\n if (!maskTrees && !this._classifierTreeRef)\r\n return;\r\n\r\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\r\n if (this._classifierTreeRef)\r\n allTrees.push(this._classifierTreeRef);\r\n\r\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height);\r\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\r\n return;\r\n\r\n this._projectionMatrix = projection.projectionMatrix;\r\n this._frustum = projection.textureFrustum;\r\n this._debugFrustum = projection.debugFrustum;\r\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides();\r\n\r\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\r\n this._graphics = graphics;\r\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\r\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, projection.worldToViewMap!);\r\n if (undefined !== drawArgs)\r\n treeRef.draw(drawArgs);\r\n\r\n this._graphics = undefined;\r\n };\r\n if (this._classifierTreeRef)\r\n drawTree(this._classifierTreeRef, this._classifierGraphics);\r\n\r\n if (maskTrees)\r\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\r\n\r\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\r\n this._isClassifyingPointCloud = target.isPointCloud;\r\n\r\n if (this._doDebugFrustum) {\r\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\r\n const builder = context.createSceneGraphicBuilder();\r\n\r\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\r\n builder.addFrustum(context.viewingSpace.getFrustum());\r\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\r\n builder.addFrustum(this._debugFrustum!);\r\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\r\n builder.addFrustum(this._frustum);\r\n this._debugFrustumGraphic = builder.finish();\r\n }\r\n }\r\n\r\n public draw(target: Target) {\r\n if (undefined === this._frustum)\r\n return;\r\n\r\n this._contentMode = PlanarClassifierContent.None;\r\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\r\n if (this._classifierGraphics.length === 0) {\r\n if (this._maskGraphics.length === 0) {\r\n return;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.MaskOnly;\r\n }\r\n } else {\r\n if (undefined === this._classifierBuffers) {\r\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\r\n if (undefined === this._classifierBuffers)\r\n return;\r\n }\r\n if (this._maskGraphics.length === 0) {\r\n if (undefined === this._classifierCombinedBuffer) {\r\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\r\n if (undefined === this._classifierCombinedBuffer)\r\n return;\r\n }\r\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\r\n combinationBuffer = this._classifierCombinedBuffer;\r\n } else {\r\n if (undefined === this._maskBuffer) {\r\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\r\n if (undefined === this._maskBuffer)\r\n return;\r\n }\r\n if (undefined === this._classifierAndMaskCombinedBuffer) {\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\r\n if (undefined === this._classifierAndMaskCombinedBuffer)\r\n return;\r\n }\r\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\r\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\r\n }\r\n }\r\n\r\n if (undefined !== this._debugFrustumGraphic)\r\n target.graphics.foreground.push(this._debugFrustumGraphic);\r\n\r\n // Temporarily override the Target's state.\r\n const system = System.instance;\r\n const maskViewFlags = {\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\r\n system.context.viewport(0, 0, this._width, this._height);\r\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\r\n\r\n system.applyRenderState(this._renderState);\r\n const prevPlan = target.plan;\r\n const prevOverrides = target.currentFeatureSymbologyOverrides;\r\n\r\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\r\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\r\n this._anyTranslucent = false;\r\n\r\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\r\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\r\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\r\n\r\n const renderCommands = this._renderCommands;\r\n const getDrawCommands = (graphics: RenderGraphic[]) => {\r\n this._batchState.reset();\r\n renderCommands.reset(target, this._branchStack, this._batchState);\r\n renderCommands.collectGraphicsForPlanarProjection(graphics);\r\n\r\n // Draw the classifiers into our attachments.\r\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\r\n // in a different pass - or both passes - depending on the transparency of the classifiers.\r\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\r\n const cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\r\n\r\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueGeneral));\r\n cmds.push(...renderCommands.getCommands(RenderPass.OpaqueLinear));\r\n this._anyOpaque = cmds.length > 0;\r\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\r\n if (transCmds.length > 0) {\r\n cmds.push(...transCmds);\r\n this._anyTranslucent = true;\r\n }\r\n return cmds;\r\n };\r\n\r\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\r\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\r\n\r\n // Draw any hilited classifiers.\r\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\r\n this._anyHilited = 0 !== hiliteCommands.length;\r\n if (this._anyHilited)\r\n this._classifierBuffers.drawHilite(hiliteCommands, target);\r\n }\r\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\r\n if (this._planarClipMaskOverrides)\r\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\r\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\r\n this._anyTranslucent = true;\r\n\r\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\r\n\r\n }\r\n if (combinationBuffer)\r\n combinationBuffer.compose(target);\r\n\r\n this._batchState.reset();\r\n target.changeRenderPlan(prevPlan);\r\n target.overrideFeatureSymbology(prevOverrides);\r\n\r\n system.applyRenderState(prevState);\r\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\r\n }\r\n}\r\n\r\n"]}
@@ -12,6 +12,7 @@ import { Pass, RenderOrder, RenderPass } from "./RenderFlags";
12
12
  import { ShaderProgramExecutor } from "./ShaderProgram";
13
13
  import { Target } from "./Target";
14
14
  import { TechniqueId } from "./TechniqueId";
15
+ import { Range3d } from "@itwin/core-geometry";
15
16
  /** @internal */
16
17
  export declare class Primitive extends Graphic {
17
18
  cachedGeometry: CachedGeometry;
@@ -23,6 +24,7 @@ export declare class Primitive extends Graphic {
23
24
  get isPickable(): boolean;
24
25
  dispose(): void;
25
26
  collectStatistics(stats: RenderMemory.Statistics): void;
27
+ unionRange(range: Range3d): void;
26
28
  getPass(target: Target): Pass;
27
29
  get hasFeatures(): boolean;
28
30
  addCommands(commands: RenderCommands): void;