@itwin/core-frontend 4.8.0-dev.32 → 4.8.0-dev.34

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 (814) hide show
  1. package/README.md +9 -1
  2. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  3. package/lib/cjs/AccuDraw.js +4 -4
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/AccuSnap.js +1 -1
  6. package/lib/cjs/AccuSnap.js.map +1 -1
  7. package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
  8. package/lib/cjs/AuxCoordSys.js +2 -2
  9. package/lib/cjs/AuxCoordSys.js.map +1 -1
  10. package/lib/cjs/DecorationsCache.d.ts +1 -1
  11. package/lib/cjs/DecorationsCache.d.ts.map +1 -1
  12. package/lib/cjs/DecorationsCache.js.map +1 -1
  13. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  14. package/lib/cjs/EnvironmentDecorations.js +2 -2
  15. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  16. package/lib/cjs/HitDetail.d.ts.map +1 -1
  17. package/lib/cjs/HitDetail.js +3 -3
  18. package/lib/cjs/HitDetail.js.map +1 -1
  19. package/lib/cjs/IModelConnection.d.ts +1 -1
  20. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  21. package/lib/cjs/IModelConnection.js +1 -1
  22. package/lib/cjs/IModelConnection.js.map +1 -1
  23. package/lib/cjs/IpcApp.d.ts +1 -1
  24. package/lib/cjs/IpcApp.d.ts.map +1 -1
  25. package/lib/cjs/IpcApp.js +1 -1
  26. package/lib/cjs/IpcApp.js.map +1 -1
  27. package/lib/cjs/LocalhostIpcApp.js +1 -1
  28. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  29. package/lib/cjs/NativeApp.js +1 -1
  30. package/lib/cjs/NativeApp.js.map +1 -1
  31. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  32. package/lib/cjs/SheetViewState.js +3 -3
  33. package/lib/cjs/SheetViewState.js.map +1 -1
  34. package/lib/cjs/ViewContext.d.ts +2 -1
  35. package/lib/cjs/ViewContext.d.ts.map +1 -1
  36. package/lib/cjs/ViewContext.js +8 -8
  37. package/lib/cjs/ViewContext.js.map +1 -1
  38. package/lib/cjs/Viewport.d.ts.map +1 -1
  39. package/lib/cjs/Viewport.js +2 -2
  40. package/lib/cjs/Viewport.js.map +1 -1
  41. package/lib/cjs/common/WorkerProxy.d.ts +7 -25
  42. package/lib/cjs/common/WorkerProxy.d.ts.map +1 -1
  43. package/lib/cjs/common/WorkerProxy.js +2 -1
  44. package/lib/cjs/common/WorkerProxy.js.map +1 -1
  45. package/lib/cjs/common/imdl/CompactEdges.d.ts +1 -1
  46. package/lib/cjs/common/imdl/CompactEdges.d.ts.map +1 -1
  47. package/lib/cjs/common/imdl/CompactEdges.js +2 -2
  48. package/lib/cjs/common/imdl/CompactEdges.js.map +1 -1
  49. package/lib/cjs/common/imdl/ImdlModel.d.ts +5 -3
  50. package/lib/cjs/common/imdl/ImdlModel.d.ts.map +1 -1
  51. package/lib/cjs/common/imdl/ImdlModel.js +49 -42
  52. package/lib/cjs/common/imdl/ImdlModel.js.map +1 -1
  53. package/lib/cjs/common/imdl/ImdlSchema.d.ts +4 -4
  54. package/lib/cjs/common/imdl/ImdlSchema.d.ts.map +1 -1
  55. package/lib/cjs/common/imdl/ImdlSchema.js.map +1 -1
  56. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts +4 -2
  57. package/lib/cjs/common/imdl/ParseImdlDocument.d.ts.map +1 -1
  58. package/lib/cjs/common/imdl/ParseImdlDocument.js +10 -8
  59. package/lib/cjs/common/imdl/ParseImdlDocument.js.map +1 -1
  60. package/lib/{esm → cjs/common}/internal/Symbols.d.ts +2 -0
  61. package/lib/cjs/common/internal/Symbols.d.ts.map +1 -0
  62. package/lib/cjs/{internal → common/internal}/Symbols.js +3 -1
  63. package/lib/cjs/common/internal/Symbols.js.map +1 -0
  64. package/lib/cjs/common/internal/render/AnimationNodeId.d.ts.map +1 -0
  65. package/lib/cjs/common/internal/render/AnimationNodeId.js.map +1 -0
  66. package/lib/cjs/common/internal/render/AuxChannelTable.d.ts.map +1 -0
  67. package/lib/cjs/common/internal/render/AuxChannelTable.js.map +1 -0
  68. package/lib/cjs/common/internal/render/ColorMap.d.ts.map +1 -0
  69. package/lib/cjs/common/internal/render/ColorMap.js.map +1 -0
  70. package/lib/cjs/common/internal/render/DisplayParams.d.ts.map +1 -0
  71. package/lib/cjs/common/internal/render/DisplayParams.js.map +1 -0
  72. package/lib/cjs/common/{render/primitives → internal/render}/EdgeParams.d.ts +7 -0
  73. package/lib/cjs/common/internal/render/EdgeParams.d.ts.map +1 -0
  74. package/lib/cjs/{render/primitives → common/internal/render}/EdgeParams.js +50 -16
  75. package/lib/cjs/common/internal/render/EdgeParams.js.map +1 -0
  76. package/lib/cjs/{render/primitives/geometry → common/internal/render}/GeometryAccumulator.d.ts +4 -18
  77. package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -0
  78. package/lib/cjs/{render/primitives/geometry → common/internal/render}/GeometryAccumulator.js +2 -70
  79. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -0
  80. package/lib/cjs/common/internal/render/GeometryList.d.ts.map +1 -0
  81. package/lib/cjs/common/internal/render/GeometryList.js.map +1 -0
  82. package/lib/{esm/render/primitives/geometry → cjs/common/internal/render}/GeometryPrimitives.d.ts +3 -3
  83. package/lib/cjs/common/internal/render/GeometryPrimitives.d.ts.map +1 -0
  84. package/lib/cjs/{render/primitives/geometry → common/internal/render}/GeometryPrimitives.js +3 -3
  85. package/lib/cjs/common/internal/render/GeometryPrimitives.js.map +1 -0
  86. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.d.ts +64 -0
  87. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -0
  88. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js +270 -0
  89. package/lib/cjs/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -0
  90. package/lib/cjs/{render/primitives/mesh → common/internal/render}/MeshBuilder.d.ts +4 -4
  91. package/lib/{esm/render/primitives/mesh → cjs/common/internal/render}/MeshBuilder.d.ts.map +1 -1
  92. package/lib/cjs/{render/primitives/mesh → common/internal/render}/MeshBuilder.js +2 -2
  93. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -0
  94. package/lib/{esm/render/primitives/mesh → cjs/common/internal/render}/MeshBuilderMap.d.ts +7 -8
  95. package/lib/cjs/common/internal/render/MeshBuilderMap.d.ts.map +1 -0
  96. package/lib/cjs/{render/primitives/mesh → common/internal/render}/MeshBuilderMap.js +4 -6
  97. package/lib/cjs/common/internal/render/MeshBuilderMap.js.map +1 -0
  98. package/lib/cjs/common/internal/render/MeshParams.d.ts.map +1 -0
  99. package/lib/cjs/common/internal/render/MeshParams.js.map +1 -0
  100. package/lib/cjs/common/internal/render/MeshPrimitive.d.ts.map +1 -0
  101. package/lib/cjs/common/internal/render/MeshPrimitive.js.map +1 -0
  102. package/lib/cjs/{render/primitives/mesh → common/internal/render}/MeshPrimitives.d.ts +5 -9
  103. package/lib/cjs/common/internal/render/MeshPrimitives.d.ts.map +1 -0
  104. package/lib/cjs/{render/primitives/mesh → common/internal/render}/MeshPrimitives.js +4 -11
  105. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -0
  106. package/lib/cjs/common/internal/render/PointCloudPrimitive.d.ts.map +1 -0
  107. package/lib/cjs/common/internal/render/PointCloudPrimitive.js.map +1 -0
  108. package/lib/{esm/common/render/primitives → cjs/common/internal/render}/PointStringParams.d.ts +3 -0
  109. package/lib/cjs/common/internal/render/PointStringParams.d.ts.map +1 -0
  110. package/lib/cjs/{render/primitives → common/internal/render}/PointStringParams.js +3 -4
  111. package/lib/cjs/common/internal/render/PointStringParams.js.map +1 -0
  112. package/lib/{esm/render/primitives → cjs/common/internal/render}/Polyface.d.ts +1 -1
  113. package/lib/cjs/common/internal/render/Polyface.d.ts.map +1 -0
  114. package/lib/cjs/common/internal/render/Polyface.js.map +1 -0
  115. package/lib/cjs/common/{render/primitives → internal/render}/PolylineParams.d.ts +10 -1
  116. package/lib/cjs/common/internal/render/PolylineParams.d.ts.map +1 -0
  117. package/lib/cjs/{render/primitives → common/internal/render}/PolylineParams.js +5 -6
  118. package/lib/cjs/common/internal/render/PolylineParams.js.map +1 -0
  119. package/lib/{esm/render/primitives → cjs/common/internal/render}/Primitives.d.ts +3 -34
  120. package/lib/cjs/common/internal/render/Primitives.d.ts.map +1 -0
  121. package/lib/cjs/{render/primitives → common/internal/render}/Primitives.js +1 -44
  122. package/lib/cjs/common/internal/render/Primitives.js.map +1 -0
  123. package/lib/{esm/render/primitives → cjs/common/internal/render}/Strokes.d.ts +1 -1
  124. package/lib/cjs/common/internal/render/Strokes.d.ts.map +1 -0
  125. package/lib/cjs/common/internal/render/Strokes.js.map +1 -0
  126. package/lib/cjs/common/internal/render/SurfaceParams.d.ts.map +1 -0
  127. package/lib/cjs/common/internal/render/SurfaceParams.js.map +1 -0
  128. package/lib/cjs/common/internal/render/VertexIndices.d.ts.map +1 -0
  129. package/lib/cjs/common/internal/render/VertexIndices.js.map +1 -0
  130. package/lib/cjs/common/internal/render/VertexKey.d.ts.map +1 -0
  131. package/lib/cjs/common/internal/render/VertexKey.js.map +1 -0
  132. package/lib/cjs/common/internal/render/VertexTable.d.ts.map +1 -0
  133. package/lib/cjs/common/internal/render/VertexTable.js.map +1 -0
  134. package/lib/{esm/render/primitives → cjs/common/internal/render}/VertexTableBuilder.d.ts +4 -4
  135. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -0
  136. package/lib/cjs/{render/primitives → common/internal/render}/VertexTableBuilder.js +6 -6
  137. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -0
  138. package/lib/cjs/common/{render/primitives → internal/render}/VertexTableSplitter.d.ts +1 -1
  139. package/lib/cjs/common/internal/render/VertexTableSplitter.d.ts.map +1 -0
  140. package/lib/cjs/common/internal/render/VertexTableSplitter.js.map +1 -0
  141. package/lib/cjs/common/render/BatchOptions.d.ts +46 -0
  142. package/lib/cjs/common/render/BatchOptions.d.ts.map +1 -0
  143. package/lib/cjs/common/render/{primitives/PolylineParams.js → BatchOptions.js} +1 -1
  144. package/lib/cjs/common/render/BatchOptions.js.map +1 -0
  145. package/lib/cjs/common/render/GraphicAssembler.d.ts +197 -0
  146. package/lib/cjs/common/render/GraphicAssembler.d.ts.map +1 -0
  147. package/lib/cjs/common/render/GraphicAssembler.js +386 -0
  148. package/lib/cjs/common/render/GraphicAssembler.js.map +1 -0
  149. package/lib/cjs/common/render/GraphicDescriptionBuilder.d.ts +154 -0
  150. package/lib/cjs/common/render/GraphicDescriptionBuilder.d.ts.map +1 -0
  151. package/lib/cjs/common/render/GraphicDescriptionBuilder.js +43 -0
  152. package/lib/cjs/common/render/GraphicDescriptionBuilder.js.map +1 -0
  153. package/lib/cjs/common/render/GraphicPrimitive.d.ts.map +1 -0
  154. package/lib/cjs/common/render/GraphicPrimitive.js.map +1 -0
  155. package/lib/cjs/common/render/GraphicType.d.ts +62 -0
  156. package/lib/cjs/common/render/GraphicType.d.ts.map +1 -0
  157. package/lib/cjs/common/render/GraphicType.js +70 -0
  158. package/lib/cjs/common/render/GraphicType.js.map +1 -0
  159. package/lib/cjs/common/render/InstancedGraphicParams.d.ts.map +1 -0
  160. package/lib/cjs/common/render/InstancedGraphicParams.js.map +1 -0
  161. package/lib/cjs/common.d.ts +13 -0
  162. package/lib/cjs/common.d.ts.map +1 -0
  163. package/lib/cjs/common.js +34 -0
  164. package/lib/cjs/common.js.map +1 -0
  165. package/lib/cjs/core-frontend.d.ts +2 -43
  166. package/lib/cjs/core-frontend.d.ts.map +1 -1
  167. package/lib/cjs/core-frontend.js +2 -43
  168. package/lib/cjs/core-frontend.js.map +1 -1
  169. package/lib/cjs/extension/ExtensionRuntime.js +1 -0
  170. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  171. package/lib/cjs/internal/cross-package.d.ts +3 -1
  172. package/lib/cjs/internal/cross-package.d.ts.map +1 -1
  173. package/lib/cjs/internal/cross-package.js +6 -2
  174. package/lib/cjs/internal/cross-package.js.map +1 -1
  175. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts +33 -0
  176. package/lib/cjs/internal/render/PrimitiveBuilder.d.ts.map +1 -0
  177. package/lib/cjs/internal/render/PrimitiveBuilder.js +140 -0
  178. package/lib/cjs/internal/render/PrimitiveBuilder.js.map +1 -0
  179. package/lib/cjs/render/GraphicBranch.d.ts +1 -1
  180. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  181. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  182. package/lib/cjs/render/GraphicBuilder.d.ts +7 -258
  183. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  184. package/lib/cjs/render/GraphicBuilder.js +18 -284
  185. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  186. package/lib/cjs/render/MockRender.d.ts +5 -5
  187. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  188. package/lib/cjs/render/MockRender.js +2 -2
  189. package/lib/cjs/render/MockRender.js.map +1 -1
  190. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  191. package/lib/cjs/render/ParticleCollectionBuilder.js +4 -3
  192. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  193. package/lib/cjs/render/RealityMeshParams.js +1 -1
  194. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  195. package/lib/cjs/render/RenderSystem.d.ts +33 -7
  196. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  197. package/lib/cjs/render/RenderSystem.js +55 -6
  198. package/lib/cjs/render/RenderSystem.js.map +1 -1
  199. package/lib/cjs/render/webgl/CachedGeometry.d.ts +1 -1
  200. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  201. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  202. package/lib/cjs/render/webgl/ColorInfo.d.ts +1 -1
  203. package/lib/cjs/render/webgl/ColorInfo.d.ts.map +1 -1
  204. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  205. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +2 -2
  206. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
  207. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  208. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -1
  209. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  210. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  211. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  212. package/lib/cjs/render/webgl/Graphic.d.ts +1 -1
  213. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  214. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  215. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +1 -1
  216. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  217. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  218. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -1
  219. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  220. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  221. package/lib/cjs/render/webgl/Material.d.ts +1 -1
  222. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  223. package/lib/cjs/render/webgl/Material.js.map +1 -1
  224. package/lib/cjs/render/webgl/Mesh.d.ts +6 -3
  225. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  226. package/lib/cjs/render/webgl/Mesh.js +3 -1
  227. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  228. package/lib/cjs/render/webgl/MeshData.d.ts +2 -2
  229. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  230. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  231. package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
  232. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  233. package/lib/cjs/render/webgl/PointCloud.d.ts +1 -1
  234. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  235. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  236. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  237. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  238. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  239. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  240. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  241. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  242. package/lib/cjs/render/webgl/Primitive.d.ts +1 -1
  243. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  244. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  245. package/lib/cjs/render/webgl/RenderCommands.js +1 -1
  246. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  247. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +1 -1
  248. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  249. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  250. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  251. package/lib/cjs/render/webgl/System.d.ts +7 -6
  252. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  253. package/lib/cjs/render/webgl/System.js +2 -2
  254. package/lib/cjs/render/webgl/System.js.map +1 -1
  255. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  256. package/lib/cjs/render/webgl/Target.js +1 -1
  257. package/lib/cjs/render/webgl/Target.js.map +1 -1
  258. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -2
  259. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  260. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  261. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  262. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  263. package/lib/cjs/tile/B3dmReader.d.ts +1 -1
  264. package/lib/cjs/tile/B3dmReader.js.map +1 -1
  265. package/lib/cjs/tile/GltfReader.d.ts +5 -5
  266. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  267. package/lib/cjs/tile/GltfReader.js +6 -6
  268. package/lib/cjs/tile/GltfReader.js.map +1 -1
  269. package/lib/cjs/tile/I3dmReader.d.ts +1 -1
  270. package/lib/cjs/tile/I3dmReader.js.map +1 -1
  271. package/lib/cjs/tile/ImdlDecoder.d.ts +1 -1
  272. package/lib/cjs/tile/ImdlDecoder.d.ts.map +1 -1
  273. package/lib/cjs/tile/ImdlDecoder.js.map +1 -1
  274. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts +3 -0
  275. package/lib/cjs/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  276. package/lib/cjs/tile/ImdlGraphicsCreator.js +87 -5
  277. package/lib/cjs/tile/ImdlGraphicsCreator.js.map +1 -1
  278. package/lib/cjs/tile/ImdlReader.d.ts +1 -1
  279. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  280. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  281. package/lib/cjs/tile/OrbitGtTileTree.js +1 -1
  282. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  283. package/lib/cjs/tile/PntsReader.js +1 -1
  284. package/lib/cjs/tile/PntsReader.js.map +1 -1
  285. package/lib/cjs/tile/PrimaryTileTree.js +1 -1
  286. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  287. package/lib/cjs/tile/map/ImageryProviders/FeatureGraphicsRenderer.d.ts +1 -1
  288. package/lib/cjs/tile/map/ImageryProviders/FeatureGraphicsRenderer.d.ts.map +1 -1
  289. package/lib/cjs/tile/map/ImageryProviders/FeatureGraphicsRenderer.js.map +1 -1
  290. package/lib/cjs/tile/map/MapFeatureInfo.d.ts +1 -1
  291. package/lib/cjs/tile/map/MapFeatureInfo.d.ts.map +1 -1
  292. package/lib/cjs/tile/map/MapFeatureInfo.js.map +1 -1
  293. package/lib/cjs/tools/ClipViewTool.d.ts.map +1 -1
  294. package/lib/cjs/tools/ClipViewTool.js +16 -16
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  364. package/lib/{cjs → esm/common}/internal/Symbols.d.ts +2 -0
  365. package/lib/esm/common/internal/Symbols.d.ts.map +1 -0
  366. package/lib/esm/{internal → common/internal}/Symbols.js +2 -0
  367. package/lib/esm/common/internal/Symbols.js.map +1 -0
  368. package/lib/esm/common/internal/render/AnimationNodeId.d.ts.map +1 -0
  369. package/lib/esm/common/internal/render/AnimationNodeId.js.map +1 -0
  370. package/lib/esm/common/internal/render/AuxChannelTable.d.ts.map +1 -0
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  375. package/lib/esm/common/internal/render/DisplayParams.js.map +1 -0
  376. package/lib/esm/common/{render/primitives → internal/render}/EdgeParams.d.ts +7 -0
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  378. package/lib/esm/{render/primitives → common/internal/render}/EdgeParams.js +47 -14
  379. package/lib/esm/common/internal/render/EdgeParams.js.map +1 -0
  380. package/lib/esm/{render/primitives/geometry → common/internal/render}/GeometryAccumulator.d.ts +4 -18
  381. package/lib/esm/common/internal/render/GeometryAccumulator.d.ts.map +1 -0
  382. package/lib/esm/{render/primitives/geometry → common/internal/render}/GeometryAccumulator.js +2 -70
  383. package/lib/esm/common/internal/render/GeometryAccumulator.js.map +1 -0
  384. package/lib/esm/common/internal/render/GeometryList.d.ts.map +1 -0
  385. package/lib/esm/common/internal/render/GeometryList.js.map +1 -0
  386. package/lib/{cjs/render/primitives/geometry → esm/common/internal/render}/GeometryPrimitives.d.ts +3 -3
  387. package/lib/esm/common/internal/render/GeometryPrimitives.d.ts.map +1 -0
  388. package/lib/esm/{render/primitives/geometry → common/internal/render}/GeometryPrimitives.js +3 -3
  389. package/lib/esm/common/internal/render/GeometryPrimitives.js.map +1 -0
  390. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.d.ts +64 -0
  391. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.d.ts.map +1 -0
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  393. package/lib/esm/common/internal/render/GraphicDescriptionBuilderImpl.js.map +1 -0
  394. package/lib/esm/{render/primitives/mesh → common/internal/render}/MeshBuilder.d.ts +4 -4
  395. package/lib/{cjs/render/primitives/mesh → esm/common/internal/render}/MeshBuilder.d.ts.map +1 -1
  396. package/lib/esm/{render/primitives/mesh → common/internal/render}/MeshBuilder.js +2 -2
  397. package/lib/esm/common/internal/render/MeshBuilder.js.map +1 -0
  398. package/lib/{cjs/render/primitives/mesh → esm/common/internal/render}/MeshBuilderMap.d.ts +7 -8
  399. package/lib/esm/common/internal/render/MeshBuilderMap.d.ts.map +1 -0
  400. package/lib/esm/{render/primitives/mesh → common/internal/render}/MeshBuilderMap.js +4 -6
  401. package/lib/esm/common/internal/render/MeshBuilderMap.js.map +1 -0
  402. package/lib/esm/common/internal/render/MeshParams.d.ts.map +1 -0
  403. package/lib/esm/common/internal/render/MeshParams.js.map +1 -0
  404. package/lib/esm/common/internal/render/MeshPrimitive.d.ts.map +1 -0
  405. package/lib/esm/common/internal/render/MeshPrimitive.js.map +1 -0
  406. package/lib/esm/{render/primitives/mesh → common/internal/render}/MeshPrimitives.d.ts +5 -9
  407. package/lib/esm/common/internal/render/MeshPrimitives.d.ts.map +1 -0
  408. package/lib/esm/{render/primitives/mesh → common/internal/render}/MeshPrimitives.js +4 -11
  409. package/lib/esm/common/internal/render/MeshPrimitives.js.map +1 -0
  410. package/lib/esm/common/internal/render/PointCloudPrimitive.d.ts.map +1 -0
  411. package/lib/esm/common/internal/render/PointCloudPrimitive.js.map +1 -0
  412. package/lib/{cjs/common/render/primitives → esm/common/internal/render}/PointStringParams.d.ts +3 -0
  413. package/lib/esm/common/internal/render/PointStringParams.d.ts.map +1 -0
  414. package/lib/esm/{render/primitives → common/internal/render}/PointStringParams.js +3 -4
  415. package/lib/esm/common/internal/render/PointStringParams.js.map +1 -0
  416. package/lib/{cjs/render/primitives → esm/common/internal/render}/Polyface.d.ts +1 -1
  417. package/lib/esm/common/internal/render/Polyface.d.ts.map +1 -0
  418. package/lib/esm/common/internal/render/Polyface.js.map +1 -0
  419. package/lib/esm/common/{render/primitives → internal/render}/PolylineParams.d.ts +10 -1
  420. package/lib/esm/common/internal/render/PolylineParams.d.ts.map +1 -0
  421. package/lib/esm/{render/primitives → common/internal/render}/PolylineParams.js +5 -6
  422. package/lib/esm/common/internal/render/PolylineParams.js.map +1 -0
  423. package/lib/{cjs/render/primitives → esm/common/internal/render}/Primitives.d.ts +3 -34
  424. package/lib/esm/common/internal/render/Primitives.d.ts.map +1 -0
  425. package/lib/esm/{render/primitives → common/internal/render}/Primitives.js +0 -42
  426. package/lib/esm/common/internal/render/Primitives.js.map +1 -0
  427. package/lib/{cjs/render/primitives → esm/common/internal/render}/Strokes.d.ts +1 -1
  428. package/lib/esm/common/internal/render/Strokes.d.ts.map +1 -0
  429. package/lib/esm/common/internal/render/Strokes.js.map +1 -0
  430. package/lib/esm/common/internal/render/SurfaceParams.d.ts.map +1 -0
  431. package/lib/esm/common/internal/render/SurfaceParams.js.map +1 -0
  432. package/lib/esm/common/internal/render/VertexIndices.d.ts.map +1 -0
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  434. package/lib/esm/common/internal/render/VertexKey.d.ts.map +1 -0
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  436. package/lib/esm/common/internal/render/VertexTable.d.ts.map +1 -0
  437. package/lib/esm/common/internal/render/VertexTable.js.map +1 -0
  438. package/lib/{cjs/render/primitives → esm/common/internal/render}/VertexTableBuilder.d.ts +4 -4
  439. package/lib/esm/common/internal/render/VertexTableBuilder.d.ts.map +1 -0
  440. package/lib/esm/{render/primitives → common/internal/render}/VertexTableBuilder.js +6 -6
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  442. package/lib/esm/common/{render/primitives → internal/render}/VertexTableSplitter.d.ts +1 -1
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  444. package/lib/esm/common/internal/render/VertexTableSplitter.js.map +1 -0
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  448. package/lib/esm/common/render/BatchOptions.js.map +1 -0
  449. package/lib/esm/common/render/GraphicAssembler.d.ts +197 -0
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  679. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +0 -1
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  681. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +0 -1
  682. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +0 -1
  683. package/lib/esm/common/render/AnimationNodeId.d.ts.map +0 -1
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  685. package/lib/esm/common/render/primitives/AuxChannelTable.d.ts.map +0 -1
  686. package/lib/esm/common/render/primitives/AuxChannelTable.js.map +0 -1
  687. package/lib/esm/common/render/primitives/DisplayParams.d.ts.map +0 -1
  688. package/lib/esm/common/render/primitives/DisplayParams.js.map +0 -1
  689. package/lib/esm/common/render/primitives/EdgeParams.d.ts.map +0 -1
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  692. package/lib/esm/common/render/primitives/MeshParams.d.ts.map +0 -1
  693. package/lib/esm/common/render/primitives/MeshParams.js.map +0 -1
  694. package/lib/esm/common/render/primitives/MeshPrimitive.d.ts.map +0 -1
  695. package/lib/esm/common/render/primitives/MeshPrimitive.js.map +0 -1
  696. package/lib/esm/common/render/primitives/PointStringParams.d.ts.map +0 -1
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  699. package/lib/esm/common/render/primitives/PolylineParams.d.ts.map +0 -1
  700. package/lib/esm/common/render/primitives/PolylineParams.js.map +0 -1
  701. package/lib/esm/common/render/primitives/SurfaceParams.d.ts.map +0 -1
  702. package/lib/esm/common/render/primitives/SurfaceParams.js.map +0 -1
  703. package/lib/esm/common/render/primitives/VertexIndices.d.ts.map +0 -1
  704. package/lib/esm/common/render/primitives/VertexIndices.js.map +0 -1
  705. package/lib/esm/common/render/primitives/VertexTable.d.ts.map +0 -1
  706. package/lib/esm/common/render/primitives/VertexTable.js.map +0 -1
  707. package/lib/esm/common/render/primitives/VertexTableSplitter.d.ts.map +0 -1
  708. package/lib/esm/common/render/primitives/VertexTableSplitter.js.map +0 -1
  709. package/lib/esm/internal/Symbols.d.ts.map +0 -1
  710. package/lib/esm/internal/Symbols.js.map +0 -1
  711. package/lib/esm/render/GraphicPrimitive.d.ts.map +0 -1
  712. package/lib/esm/render/GraphicPrimitive.js.map +0 -1
  713. package/lib/esm/render/InstancedGraphicParams.d.ts.map +0 -1
  714. package/lib/esm/render/InstancedGraphicParams.js.map +0 -1
  715. package/lib/esm/render/primitives/ColorMap.d.ts.map +0 -1
  716. package/lib/esm/render/primitives/ColorMap.js.map +0 -1
  717. package/lib/esm/render/primitives/EdgeParams.d.ts +0 -8
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  720. package/lib/esm/render/primitives/PointCloudPrimitive.d.ts.map +0 -1
  721. package/lib/esm/render/primitives/PointCloudPrimitive.js.map +0 -1
  722. package/lib/esm/render/primitives/PointStringParams.d.ts +0 -8
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  724. package/lib/esm/render/primitives/PointStringParams.js.map +0 -1
  725. package/lib/esm/render/primitives/Polyface.d.ts.map +0 -1
  726. package/lib/esm/render/primitives/Polyface.js.map +0 -1
  727. package/lib/esm/render/primitives/PolylineParams.d.ts +0 -15
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  729. package/lib/esm/render/primitives/PolylineParams.js.map +0 -1
  730. package/lib/esm/render/primitives/Primitives.d.ts.map +0 -1
  731. package/lib/esm/render/primitives/Primitives.js.map +0 -1
  732. package/lib/esm/render/primitives/Strokes.d.ts.map +0 -1
  733. package/lib/esm/render/primitives/Strokes.js.map +0 -1
  734. package/lib/esm/render/primitives/VertexKey.d.ts.map +0 -1
  735. package/lib/esm/render/primitives/VertexKey.js.map +0 -1
  736. package/lib/esm/render/primitives/VertexTableBuilder.d.ts.map +0 -1
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  738. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +0 -1
  739. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +0 -1
  740. package/lib/esm/render/primitives/geometry/GeometryList.d.ts.map +0 -1
  741. package/lib/esm/render/primitives/geometry/GeometryList.js.map +0 -1
  742. package/lib/esm/render/primitives/geometry/GeometryListBuilder.d.ts +0 -50
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  746. package/lib/esm/render/primitives/geometry/GeometryPrimitives.d.ts.map +0 -1
  747. package/lib/esm/render/primitives/geometry/GeometryPrimitives.js.map +0 -1
  748. package/lib/esm/render/primitives/mesh/MeshBuilder.js.map +0 -1
  749. package/lib/esm/render/primitives/mesh/MeshBuilderMap.d.ts.map +0 -1
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  753. /package/lib/cjs/common/{render → internal/render}/AnimationNodeId.d.ts +0 -0
  754. /package/lib/cjs/common/{render → internal/render}/AnimationNodeId.js +0 -0
  755. /package/lib/cjs/common/{render/primitives → internal/render}/AuxChannelTable.d.ts +0 -0
  756. /package/lib/cjs/common/{render/primitives → internal/render}/AuxChannelTable.js +0 -0
  757. /package/lib/cjs/{render/primitives → common/internal/render}/ColorMap.d.ts +0 -0
  758. /package/lib/cjs/{render/primitives → common/internal/render}/ColorMap.js +0 -0
  759. /package/lib/cjs/common/{render/primitives → internal/render}/DisplayParams.d.ts +0 -0
  760. /package/lib/cjs/common/{render/primitives → internal/render}/DisplayParams.js +0 -0
  761. /package/lib/cjs/{render/primitives/geometry → common/internal/render}/GeometryList.d.ts +0 -0
  762. /package/lib/cjs/{render/primitives/geometry → common/internal/render}/GeometryList.js +0 -0
  763. /package/lib/cjs/common/{render/primitives → internal/render}/MeshParams.d.ts +0 -0
  764. /package/lib/cjs/common/{render/primitives → internal/render}/MeshParams.js +0 -0
  765. /package/lib/cjs/common/{render/primitives → internal/render}/MeshPrimitive.d.ts +0 -0
  766. /package/lib/cjs/common/{render/primitives → internal/render}/MeshPrimitive.js +0 -0
  767. /package/lib/cjs/{render/primitives → common/internal/render}/PointCloudPrimitive.d.ts +0 -0
  768. /package/lib/cjs/{render/primitives → common/internal/render}/PointCloudPrimitive.js +0 -0
  769. /package/lib/cjs/{render/primitives → common/internal/render}/Polyface.js +0 -0
  770. /package/lib/cjs/{render/primitives → common/internal/render}/Strokes.js +0 -0
  771. /package/lib/cjs/common/{render/primitives → internal/render}/SurfaceParams.d.ts +0 -0
  772. /package/lib/cjs/common/{render/primitives → internal/render}/SurfaceParams.js +0 -0
  773. /package/lib/cjs/common/{render/primitives → internal/render}/VertexIndices.d.ts +0 -0
  774. /package/lib/cjs/common/{render/primitives → internal/render}/VertexIndices.js +0 -0
  775. /package/lib/cjs/{render/primitives → common/internal/render}/VertexKey.d.ts +0 -0
  776. /package/lib/cjs/{render/primitives → common/internal/render}/VertexKey.js +0 -0
  777. /package/lib/cjs/common/{render/primitives → internal/render}/VertexTable.d.ts +0 -0
  778. /package/lib/cjs/common/{render/primitives → internal/render}/VertexTable.js +0 -0
  779. /package/lib/cjs/common/{render/primitives → internal/render}/VertexTableSplitter.js +0 -0
  780. /package/lib/cjs/{render → common/render}/GraphicPrimitive.d.ts +0 -0
  781. /package/lib/cjs/{render → common/render}/GraphicPrimitive.js +0 -0
  782. /package/lib/cjs/{render → common/render}/InstancedGraphicParams.d.ts +0 -0
  783. /package/lib/cjs/{render → common/render}/InstancedGraphicParams.js +0 -0
  784. /package/lib/esm/common/{render → internal/render}/AnimationNodeId.d.ts +0 -0
  785. /package/lib/esm/common/{render → internal/render}/AnimationNodeId.js +0 -0
  786. /package/lib/esm/common/{render/primitives → internal/render}/AuxChannelTable.d.ts +0 -0
  787. /package/lib/esm/common/{render/primitives → internal/render}/AuxChannelTable.js +0 -0
  788. /package/lib/esm/{render/primitives → common/internal/render}/ColorMap.d.ts +0 -0
  789. /package/lib/esm/{render/primitives → common/internal/render}/ColorMap.js +0 -0
  790. /package/lib/esm/common/{render/primitives → internal/render}/DisplayParams.d.ts +0 -0
  791. /package/lib/esm/common/{render/primitives → internal/render}/DisplayParams.js +0 -0
  792. /package/lib/esm/{render/primitives/geometry → common/internal/render}/GeometryList.d.ts +0 -0
  793. /package/lib/esm/{render/primitives/geometry → common/internal/render}/GeometryList.js +0 -0
  794. /package/lib/esm/common/{render/primitives → internal/render}/MeshParams.d.ts +0 -0
  795. /package/lib/esm/common/{render/primitives → internal/render}/MeshParams.js +0 -0
  796. /package/lib/esm/common/{render/primitives → internal/render}/MeshPrimitive.d.ts +0 -0
  797. /package/lib/esm/common/{render/primitives → internal/render}/MeshPrimitive.js +0 -0
  798. /package/lib/esm/{render/primitives → common/internal/render}/PointCloudPrimitive.d.ts +0 -0
  799. /package/lib/esm/{render/primitives → common/internal/render}/PointCloudPrimitive.js +0 -0
  800. /package/lib/esm/{render/primitives → common/internal/render}/Polyface.js +0 -0
  801. /package/lib/esm/{render/primitives → common/internal/render}/Strokes.js +0 -0
  802. /package/lib/esm/common/{render/primitives → internal/render}/SurfaceParams.d.ts +0 -0
  803. /package/lib/esm/common/{render/primitives → internal/render}/SurfaceParams.js +0 -0
  804. /package/lib/esm/common/{render/primitives → internal/render}/VertexIndices.d.ts +0 -0
  805. /package/lib/esm/common/{render/primitives → internal/render}/VertexIndices.js +0 -0
  806. /package/lib/esm/{render/primitives → common/internal/render}/VertexKey.d.ts +0 -0
  807. /package/lib/esm/{render/primitives → common/internal/render}/VertexKey.js +0 -0
  808. /package/lib/esm/common/{render/primitives → internal/render}/VertexTable.d.ts +0 -0
  809. /package/lib/esm/common/{render/primitives → internal/render}/VertexTable.js +0 -0
  810. /package/lib/esm/common/{render/primitives → internal/render}/VertexTableSplitter.js +0 -0
  811. /package/lib/esm/{render → common/render}/GraphicPrimitive.d.ts +0 -0
  812. /package/lib/esm/{render → common/render}/GraphicPrimitive.js +0 -0
  813. /package/lib/esm/{render → common/render}/InstancedGraphicParams.d.ts +0 -0
  814. /package/lib/esm/{render → common/render}/InstancedGraphicParams.js +0 -0
@@ -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 { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, PolylineTypeFlags, QParams3d, RenderMode } from \"@itwin/core-common\";\r\nimport { PolylineParams } from \"../../common/render/primitives/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { LUTGeometry, PolylineBuffers } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { BuffersContainer } from \"./AttributeBuffers\";\r\nimport { Pass, RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PolylineGeometry extends LUTGeometry {\r\n public vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public lineWeight: number;\r\n public lineCode: number;\r\n public type: PolylineTypeFlags;\r\n private _isPlanar: boolean;\r\n public lut: VertexLUT;\r\n public numIndices: number;\r\n private _buffers: PolylineBuffers;\r\n\r\n public get lutBuffers() { return this._buffers.buffers; }\r\n\r\n private constructor(lut: VertexLUT, buffers: PolylineBuffers, params: PolylineParams, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.vertexParams = params.vertices.qparams;\r\n this._hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n this.lineWeight = params.weight;\r\n this.lineCode = LineCode.valueFromLinePixels(params.linePixels);\r\n this.type = params.type;\r\n this._isPlanar = params.isPlanar;\r\n this.lut = lut;\r\n this.numIndices = params.polyline.indices.length;\r\n this._buffers = buffers;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._buffers.isDisposed && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n dispose(this._buffers);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.Polylines);\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n }\r\n\r\n public get isAnyEdge(): boolean { return PolylineTypeFlags.Normal !== this.type; }\r\n public get isNormalEdge(): boolean { return PolylineTypeFlags.Edge === this.type; }\r\n public get isOutlineEdge(): boolean { return PolylineTypeFlags.Outline === this.type; }\r\n\r\n public get renderOrder(): RenderOrder {\r\n if (this.isAnyEdge)\r\n return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge;\r\n else\r\n return this.isPlanar ? RenderOrder.PlanarLinear : RenderOrder.Linear;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public override get polylineBuffers(): PolylineBuffers | undefined { return this._buffers; }\r\n\r\n private _computeEdgePass(target: Target, colorInfo: ColorInfo): Pass {\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return \"none\";\r\n\r\n // Only want to return Translucent for edges if rendering in Wireframe mode ###TODO: what about overrides?\r\n const isTranslucent: boolean = RenderMode.Wireframe === vf.renderMode && vf.transparency && colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n const vf = target.currentViewFlags;\r\n if (this.isEdge) {\r\n let pass = this._computeEdgePass(target, this.lut.colorInfo);\r\n // Only display the outline in wireframe if Fill is off...\r\n if (\"none\" !== pass && this.isOutlineEdge && RenderMode.Wireframe === vf.renderMode && vf.fill)\r\n pass = \"none\";\r\n\r\n return pass;\r\n }\r\n\r\n const isTranslucent: boolean = vf.transparency && this.lut.colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\r\n public get isPlanar(): boolean { return this._isPlanar; }\r\n public override get isEdge(): boolean { return this.isAnyEdge; }\r\n public override get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public override get qScale(): Float32Array { return this.lut.qScale; }\r\n public get numRgbaPerVertex(): number { return this.lut.numRgbaPerVertex; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n\r\n protected override _getLineWeight(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeWeight(params.renderPass, this.lineWeight) : this.lineWeight;\r\n }\r\n protected override _getLineCode(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeLineCode(params.renderPass, this.lineCode) : this.lineCode;\r\n }\r\n public override getColor(target: Target): ColorInfo {\r\n return this.isEdge ? target.computeEdgeColor(this.lut.colorInfo) : this.lut.colorInfo;\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PolylineParams, viewIndependentOrigin: Point3d | undefined): PolylineGeometry | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const buffers = PolylineBuffers.create(params.polyline);\r\n if (undefined === buffers)\r\n return undefined;\r\n\r\n return new PolylineGeometry(lut, buffers, params, viewIndependentOrigin);\r\n }\r\n}\r\n"]}
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 { dispose } from \"@itwin/core-bentley\";\r\nimport { Point3d } from \"@itwin/core-geometry\";\r\nimport { FeatureIndexType, PolylineTypeFlags, QParams3d, RenderMode } from \"@itwin/core-common\";\r\nimport { PolylineParams } from \"../../common/internal/render/PolylineParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { LUTGeometry, PolylineBuffers } from \"./CachedGeometry\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { LineCode } from \"./LineCode\";\r\nimport { GL } from \"./GL\";\r\nimport { BuffersContainer } from \"./AttributeBuffers\";\r\nimport { Pass, RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { VertexLUT } from \"./VertexLUT\";\r\n\r\n/** @internal */\r\nexport class PolylineGeometry extends LUTGeometry {\r\n public vertexParams: QParams3d;\r\n private readonly _hasFeatures: boolean;\r\n public lineWeight: number;\r\n public lineCode: number;\r\n public type: PolylineTypeFlags;\r\n private _isPlanar: boolean;\r\n public lut: VertexLUT;\r\n public numIndices: number;\r\n private _buffers: PolylineBuffers;\r\n\r\n public get lutBuffers() { return this._buffers.buffers; }\r\n\r\n private constructor(lut: VertexLUT, buffers: PolylineBuffers, params: PolylineParams, viOrigin: Point3d | undefined) {\r\n super(viOrigin);\r\n this.vertexParams = params.vertices.qparams;\r\n this._hasFeatures = FeatureIndexType.Empty !== params.vertices.featureIndexType;\r\n this.lineWeight = params.weight;\r\n this.lineCode = LineCode.valueFromLinePixels(params.linePixels);\r\n this.type = params.type;\r\n this._isPlanar = params.isPlanar;\r\n this.lut = lut;\r\n this.numIndices = params.polyline.indices.length;\r\n this._buffers = buffers;\r\n }\r\n\r\n public get isDisposed(): boolean { return this._buffers.isDisposed && this.lut.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.lut);\r\n dispose(this._buffers);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._buffers.collectStatistics(stats, RenderMemory.BufferType.Polylines);\r\n stats.addVertexTable(this.lut.bytesUsed);\r\n }\r\n\r\n public get isAnyEdge(): boolean { return PolylineTypeFlags.Normal !== this.type; }\r\n public get isNormalEdge(): boolean { return PolylineTypeFlags.Edge === this.type; }\r\n public get isOutlineEdge(): boolean { return PolylineTypeFlags.Outline === this.type; }\r\n\r\n public get renderOrder(): RenderOrder {\r\n if (this.isAnyEdge)\r\n return this.isPlanar ? RenderOrder.PlanarEdge : RenderOrder.Edge;\r\n else\r\n return this.isPlanar ? RenderOrder.PlanarLinear : RenderOrder.Linear;\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return true; }\r\n\r\n public override get polylineBuffers(): PolylineBuffers | undefined { return this._buffers; }\r\n\r\n private _computeEdgePass(target: Target, colorInfo: ColorInfo): Pass {\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.SmoothShade === vf.renderMode && !vf.visibleEdges)\r\n return \"none\";\r\n\r\n // Only want to return Translucent for edges if rendering in Wireframe mode ###TODO: what about overrides?\r\n const isTranslucent: boolean = RenderMode.Wireframe === vf.renderMode && vf.transparency && colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n const vf = target.currentViewFlags;\r\n if (this.isEdge) {\r\n let pass = this._computeEdgePass(target, this.lut.colorInfo);\r\n // Only display the outline in wireframe if Fill is off...\r\n if (\"none\" !== pass && this.isOutlineEdge && RenderMode.Wireframe === vf.renderMode && vf.fill)\r\n pass = \"none\";\r\n\r\n return pass;\r\n }\r\n\r\n const isTranslucent: boolean = vf.transparency && this.lut.colorInfo.hasTranslucency;\r\n return isTranslucent ? \"translucent\" : \"opaque-linear\";\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Polyline; }\r\n public get isPlanar(): boolean { return this._isPlanar; }\r\n public override get isEdge(): boolean { return this.isAnyEdge; }\r\n public override get qOrigin(): Float32Array { return this.lut.qOrigin; }\r\n public override get qScale(): Float32Array { return this.lut.qScale; }\r\n public get numRgbaPerVertex(): number { return this.lut.numRgbaPerVertex; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n\r\n protected override _getLineWeight(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeWeight(params.renderPass, this.lineWeight) : this.lineWeight;\r\n }\r\n protected override _getLineCode(params: ShaderProgramParams): number {\r\n return this.isEdge ? params.target.computeEdgeLineCode(params.renderPass, this.lineCode) : this.lineCode;\r\n }\r\n public override getColor(target: Target): ColorInfo {\r\n return this.isEdge ? target.computeEdgeColor(this.lut.colorInfo) : this.lut.colorInfo;\r\n }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const gl = System.instance;\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers.buffers;\r\n\r\n bufs.bind();\r\n gl.drawArrays(GL.PrimitiveType.Triangles, 0, this.numIndices, numInstances);\r\n bufs.unbind();\r\n }\r\n\r\n public static create(params: PolylineParams, viewIndependentOrigin: Point3d | undefined): PolylineGeometry | undefined {\r\n const lut = VertexLUT.createFromVertexTable(params.vertices);\r\n if (undefined === lut)\r\n return undefined;\r\n\r\n const buffers = PolylineBuffers.create(params.polyline);\r\n if (undefined === buffers)\r\n return undefined;\r\n\r\n return new PolylineGeometry(lut, buffers, params, viewIndependentOrigin);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  /** @packageDocumentation
2
2
  * @module WebGL
3
3
  */
4
- import { InstancedGraphicParams } from "../InstancedGraphicParams";
4
+ import { InstancedGraphicParams } from "../../common/render/InstancedGraphicParams";
5
5
  import { RenderMemory } from "../RenderMemory";
6
6
  import { RenderAreaPattern } from "../RenderSystem";
7
7
  import { CachedGeometry } from "./CachedGeometry";
@@ -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 { InstancedGraphicParams } from \"../InstancedGraphicParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PrimitiveVisibility } from \"../RenderTarget\";\r\nimport { RenderAreaPattern } from \"../RenderSystem\";\r\nimport { CachedGeometry, LUTGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { DrawParams, PrimitiveCommand } from \"./DrawCommand\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { InstanceBuffers, InstancedGeometry, isInstancedGraphicParams, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\n\r\n/** @internal */\r\nexport class Primitive extends Graphic {\r\n public cachedGeometry: CachedGeometry;\r\n public isPixelMode: boolean = false;\r\n\r\n protected constructor(cachedGeom: CachedGeometry) {\r\n super();\r\n this.cachedGeometry = cachedGeom;\r\n }\r\n\r\n public static create(geom: CachedGeometry | undefined, instances?: InstancedGraphicParams | RenderAreaPattern): Primitive | undefined {\r\n if (!geom)\r\n return undefined;\r\n\r\n if (instances) {\r\n assert(geom instanceof LUTGeometry, \"Invalid geometry type for instancing\");\r\n if (instances instanceof PatternBuffers) {\r\n geom = InstancedGeometry.createPattern(geom, true, instances);\r\n } else {\r\n assert(isInstancedGraphicParams(instances));\r\n const range = InstanceBuffers.computeRange(geom.computeRange(), instances.transforms, instances.transformCenter);\r\n const instanceBuffers = InstanceBuffers.create(instances, range);\r\n if (!instanceBuffers)\r\n return undefined;\r\n\r\n geom = InstancedGeometry.create(geom, true, instanceBuffers);\r\n }\r\n }\r\n\r\n return new this(geom);\r\n }\r\n\r\n public static createShared(geom: CachedGeometry | undefined, instances?: InstanceBuffers | PatternBuffers): Primitive | undefined {\r\n if (!geom)\r\n return undefined;\r\n\r\n if (instances) {\r\n assert(geom instanceof LUTGeometry, \"Invalid geometry type for instancing\");\r\n if (instances instanceof InstanceBuffers)\r\n geom = InstancedGeometry.create(geom, false, instances);\r\n else\r\n geom = InstancedGeometry.createPattern(geom, false, instances);\r\n }\r\n\r\n return new this(geom);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.cachedGeometry.isDisposed; }\r\n public get isPickable() { return false; }\r\n\r\n public dispose() {\r\n dispose(this.cachedGeometry);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.cachedGeometry.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n range.extendRange(this.cachedGeometry.computeRange());\r\n }\r\n\r\n public getPass(target: Target): Pass {\r\n if (this.isPixelMode)\r\n return \"view-overlay\";\r\n\r\n switch (target.primitiveVisibility) {\r\n case PrimitiveVisibility.Uninstanced:\r\n if (this.cachedGeometry.isInstanced)\r\n return \"none\";\r\n break;\r\n case PrimitiveVisibility.Instanced:\r\n if (!this.cachedGeometry.isInstanced)\r\n return \"none\";\r\n break;\r\n }\r\n\r\n return this.cachedGeometry.getPass(target);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.cachedGeometry.hasFeatures; }\r\n\r\n public addCommands(commands: RenderCommands): void { commands.addPrimitive(this); }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n // Edges do not contribute to hilite pass.\r\n // Note that IsEdge() does not imply geom->ToEdge() => true...polylines can be edges too...\r\n if (!this.isEdge)\r\n commands.getCommands(pass).push(new PrimitiveCommand(this));\r\n }\r\n\r\n public get hasAnimation(): boolean { return this.cachedGeometry.hasAnimation; }\r\n public get isInstanced(): boolean { return this.cachedGeometry.isInstanced; }\r\n public get isLit(): boolean { return this.cachedGeometry.isLitSurface; }\r\n public get isEdge(): boolean { return this.cachedGeometry.isEdge; }\r\n public get renderOrder(): RenderOrder { return this.cachedGeometry.renderOrder; }\r\n public get hasMaterialAtlas(): boolean { return this.cachedGeometry.hasMaterialAtlas; }\r\n\r\n public override toPrimitive(): Primitive { return this; }\r\n\r\n private static _drawParams?: DrawParams;\r\n\r\n public static freeParams(): void { Primitive._drawParams = undefined; }\r\n\r\n public draw(shader: ShaderProgramExecutor): void {\r\n // ###TODO: local to world should be pushed before we're invoked...we shouldn't need to pass (or copy) it\r\n if (undefined === Primitive._drawParams)\r\n Primitive._drawParams = new DrawParams();\r\n\r\n const drawParams = Primitive._drawParams;\r\n drawParams.init(shader.params, this.cachedGeometry);\r\n shader.draw(drawParams);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this.cachedGeometry.techniqueId; }\r\n}\r\n\r\n/** @internal */\r\nexport class SkyCubePrimitive extends Primitive {\r\n public constructor(cachedGeom: CachedGeometry) { super(cachedGeom); }\r\n\r\n public override draw(shader: ShaderProgramExecutor): void {\r\n // Alter viewport to maintain square aspect ratio of skybox images even as viewRect resizes\r\n const vh = shader.target.viewRect.height;\r\n const vw = shader.target.viewRect.width;\r\n if (vw > vh)\r\n System.instance.context.viewport(0, -(vw - vh) / 2, vw, vw);\r\n else\r\n System.instance.context.viewport(-(vh - vw) / 2, 0, vh, vh);\r\n\r\n super.draw(shader); // Draw the skybox cubemap\r\n\r\n System.instance.context.viewport(0, 0, vw, vh); // Restore viewport\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SkySpherePrimitive extends Primitive {\r\n public constructor(cachedGeom: CachedGeometry) {\r\n super(cachedGeom);\r\n assert(cachedGeom instanceof SkySphereViewportQuadGeometry);\r\n }\r\n\r\n public override draw(shader: ShaderProgramExecutor): void {\r\n (this.cachedGeometry as SkySphereViewportQuadGeometry).initWorldPos(shader.target);\r\n super.draw(shader); // Draw the skybox sphere\r\n }\r\n}\r\n"]}
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 { InstancedGraphicParams } from \"../../common/render/InstancedGraphicParams\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { PrimitiveVisibility } from \"../RenderTarget\";\r\nimport { RenderAreaPattern } from \"../RenderSystem\";\r\nimport { CachedGeometry, LUTGeometry, SkySphereViewportQuadGeometry } from \"./CachedGeometry\";\r\nimport { DrawParams, PrimitiveCommand } from \"./DrawCommand\";\r\nimport { Graphic } from \"./Graphic\";\r\nimport { InstanceBuffers, InstancedGeometry, isInstancedGraphicParams, PatternBuffers } from \"./InstancedGeometry\";\r\nimport { RenderCommands } from \"./RenderCommands\";\r\nimport { Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { ShaderProgramExecutor } from \"./ShaderProgram\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\n\r\n/** @internal */\r\nexport class Primitive extends Graphic {\r\n public cachedGeometry: CachedGeometry;\r\n public isPixelMode: boolean = false;\r\n\r\n protected constructor(cachedGeom: CachedGeometry) {\r\n super();\r\n this.cachedGeometry = cachedGeom;\r\n }\r\n\r\n public static create(geom: CachedGeometry | undefined, instances?: InstancedGraphicParams | RenderAreaPattern): Primitive | undefined {\r\n if (!geom)\r\n return undefined;\r\n\r\n if (instances) {\r\n assert(geom instanceof LUTGeometry, \"Invalid geometry type for instancing\");\r\n if (instances instanceof PatternBuffers) {\r\n geom = InstancedGeometry.createPattern(geom, true, instances);\r\n } else {\r\n assert(isInstancedGraphicParams(instances));\r\n const range = InstanceBuffers.computeRange(geom.computeRange(), instances.transforms, instances.transformCenter);\r\n const instanceBuffers = InstanceBuffers.create(instances, range);\r\n if (!instanceBuffers)\r\n return undefined;\r\n\r\n geom = InstancedGeometry.create(geom, true, instanceBuffers);\r\n }\r\n }\r\n\r\n return new this(geom);\r\n }\r\n\r\n public static createShared(geom: CachedGeometry | undefined, instances?: InstanceBuffers | PatternBuffers): Primitive | undefined {\r\n if (!geom)\r\n return undefined;\r\n\r\n if (instances) {\r\n assert(geom instanceof LUTGeometry, \"Invalid geometry type for instancing\");\r\n if (instances instanceof InstanceBuffers)\r\n geom = InstancedGeometry.create(geom, false, instances);\r\n else\r\n geom = InstancedGeometry.createPattern(geom, false, instances);\r\n }\r\n\r\n return new this(geom);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.cachedGeometry.isDisposed; }\r\n public get isPickable() { return false; }\r\n\r\n public dispose() {\r\n dispose(this.cachedGeometry);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this.cachedGeometry.collectStatistics(stats);\r\n }\r\n\r\n public override unionRange(range: Range3d) {\r\n range.extendRange(this.cachedGeometry.computeRange());\r\n }\r\n\r\n public getPass(target: Target): Pass {\r\n if (this.isPixelMode)\r\n return \"view-overlay\";\r\n\r\n switch (target.primitiveVisibility) {\r\n case PrimitiveVisibility.Uninstanced:\r\n if (this.cachedGeometry.isInstanced)\r\n return \"none\";\r\n break;\r\n case PrimitiveVisibility.Instanced:\r\n if (!this.cachedGeometry.isInstanced)\r\n return \"none\";\r\n break;\r\n }\r\n\r\n return this.cachedGeometry.getPass(target);\r\n }\r\n\r\n public get hasFeatures(): boolean { return this.cachedGeometry.hasFeatures; }\r\n\r\n public addCommands(commands: RenderCommands): void { commands.addPrimitive(this); }\r\n\r\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\r\n // Edges do not contribute to hilite pass.\r\n // Note that IsEdge() does not imply geom->ToEdge() => true...polylines can be edges too...\r\n if (!this.isEdge)\r\n commands.getCommands(pass).push(new PrimitiveCommand(this));\r\n }\r\n\r\n public get hasAnimation(): boolean { return this.cachedGeometry.hasAnimation; }\r\n public get isInstanced(): boolean { return this.cachedGeometry.isInstanced; }\r\n public get isLit(): boolean { return this.cachedGeometry.isLitSurface; }\r\n public get isEdge(): boolean { return this.cachedGeometry.isEdge; }\r\n public get renderOrder(): RenderOrder { return this.cachedGeometry.renderOrder; }\r\n public get hasMaterialAtlas(): boolean { return this.cachedGeometry.hasMaterialAtlas; }\r\n\r\n public override toPrimitive(): Primitive { return this; }\r\n\r\n private static _drawParams?: DrawParams;\r\n\r\n public static freeParams(): void { Primitive._drawParams = undefined; }\r\n\r\n public draw(shader: ShaderProgramExecutor): void {\r\n // ###TODO: local to world should be pushed before we're invoked...we shouldn't need to pass (or copy) it\r\n if (undefined === Primitive._drawParams)\r\n Primitive._drawParams = new DrawParams();\r\n\r\n const drawParams = Primitive._drawParams;\r\n drawParams.init(shader.params, this.cachedGeometry);\r\n shader.draw(drawParams);\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return this.cachedGeometry.techniqueId; }\r\n}\r\n\r\n/** @internal */\r\nexport class SkyCubePrimitive extends Primitive {\r\n public constructor(cachedGeom: CachedGeometry) { super(cachedGeom); }\r\n\r\n public override draw(shader: ShaderProgramExecutor): void {\r\n // Alter viewport to maintain square aspect ratio of skybox images even as viewRect resizes\r\n const vh = shader.target.viewRect.height;\r\n const vw = shader.target.viewRect.width;\r\n if (vw > vh)\r\n System.instance.context.viewport(0, -(vw - vh) / 2, vw, vw);\r\n else\r\n System.instance.context.viewport(-(vh - vw) / 2, 0, vh, vh);\r\n\r\n super.draw(shader); // Draw the skybox cubemap\r\n\r\n System.instance.context.viewport(0, 0, vw, vh); // Restore viewport\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class SkySpherePrimitive extends Primitive {\r\n public constructor(cachedGeom: CachedGeometry) {\r\n super(cachedGeom);\r\n assert(cachedGeom instanceof SkySphereViewportQuadGeometry);\r\n }\r\n\r\n public override draw(shader: ShaderProgramExecutor): void {\r\n (this.cachedGeometry as SkySphereViewportQuadGeometry).initWorldPos(shader.target);\r\n super.draw(shader); // Draw the skybox sphere\r\n }\r\n}\r\n"]}
@@ -8,7 +8,7 @@
8
8
  import { assert } from "@itwin/core-bentley";
9
9
  import { Range3d } from "@itwin/core-geometry";
10
10
  import { Frustum, FrustumPlanes, RenderMode } from "@itwin/core-common";
11
- import { SurfaceType } from "../../common/render/primitives/SurfaceParams";
11
+ import { SurfaceType } from "../../common/internal/render/SurfaceParams";
12
12
  import { PopBatchCommand, PopBranchCommand, PopClipCommand, PrimitiveCommand, PushBatchCommand, PushBranchCommand, PushClipCommand, PushStateCommand, } from "./DrawCommand";
13
13
  import { Branch, GraphicsArray } from "./Graphic";
14
14
  import { LayerCommandLists } from "./LayerCommands";
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../../common/render/primitives/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n private initForPickOverlayDecorations(overlays: GraphicList): void {\r\n for (const overlay of overlays) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (worldOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n this.initForPickOverlayDecorations(worldOverlayDecorations);\r\n });\r\n }\r\n\r\n if (viewOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\r\n this.initForPickOverlayDecorations(viewOverlayDecorations);\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.batchModelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\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 } from \"@itwin/core-bentley\";\r\nimport { Range3d } from \"@itwin/core-geometry\";\r\nimport { Frustum, FrustumPlanes, RenderMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { Decorations } from \"../Decorations\";\r\nimport { SurfaceType } from \"../../common/internal/render/SurfaceParams\";\r\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\r\nimport { AnimationBranchState } from \"../GraphicBranch\";\r\nimport { BranchStack } from \"./BranchStack\";\r\nimport { BatchState } from \"./BatchState\";\r\nimport { BranchState } from \"./BranchState\";\r\nimport {\r\n DrawCommands, PopBatchCommand, PopBranchCommand, PopClipCommand, PopCommand, PrimitiveCommand, PushBatchCommand,\r\n PushBranchCommand, PushClipCommand, PushCommand, PushStateCommand,\r\n} from \"./DrawCommand\";\r\nimport { Batch, Branch, Graphic, GraphicsArray } from \"./Graphic\";\r\nimport { Layer, LayerContainer } from \"./Layer\";\r\nimport { LayerCommandLists } from \"./LayerCommands\";\r\nimport { MeshGraphic } from \"./Mesh\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { CompositeFlags, Pass, RenderOrder, RenderPass } from \"./RenderFlags\";\r\nimport { TargetGraphics } from \"./TargetGraphics\";\r\nimport { Target } from \"./Target\";\r\nimport { ClipVolume } from \"./ClipVolume\";\r\n\r\n/** A list of DrawCommands to be rendered, ordered by render pass.\r\n * @internal\r\n */\r\nexport class RenderCommands implements Iterable<DrawCommands> {\r\n private _frustumPlanes?: FrustumPlanes;\r\n private readonly _scratchFrustum = new Frustum();\r\n private readonly _scratchRange = new Range3d();\r\n private readonly _commands = new Array<DrawCommands>(RenderPass.COUNT);\r\n private _target: Target;\r\n private _stack: BranchStack; // refers to the Target's BranchStack\r\n private _batchState: BatchState; // refers to the Target's BatchState\r\n private _forcedRenderPass: RenderPass = RenderPass.None;\r\n private _addLayersAsNormalGraphics = false;\r\n private _opaqueOverrides = false;\r\n private _translucentOverrides = false;\r\n private _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.\r\n private readonly _layers: LayerCommandLists;\r\n\r\n public get target(): Target { return this._target; }\r\n\r\n public [Symbol.iterator](): Iterator<DrawCommands> {\r\n return this._commands[Symbol.iterator]();\r\n }\r\n\r\n public get isEmpty(): boolean {\r\n for (const commands of this._commands)\r\n if (0 < commands.length)\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public get isDrawingLayers() {\r\n switch (this._forcedRenderPass) {\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n public get currentViewFlags(): ViewFlags { return this._stack.top.viewFlags; }\r\n public get compositeFlags(): CompositeFlags {\r\n let flags = CompositeFlags.None;\r\n if (this.hasCommands(RenderPass.Translucent))\r\n flags |= CompositeFlags.Translucent;\r\n\r\n if (this.hasCommands(RenderPass.Hilite) || this.hasCommands(RenderPass.HiliteClassification) || this.hasCommands(RenderPass.HilitePlanarClassification))\r\n flags |= CompositeFlags.Hilite;\r\n\r\n if (this.target.wantAmbientOcclusion)\r\n flags |= CompositeFlags.AmbientOcclusion;\r\n\r\n return flags;\r\n }\r\n\r\n private get _curBatch(): Batch | undefined { return this._batchState.currentBatch; }\r\n\r\n public hasCommands(pass: RenderPass): boolean { return 0 !== this.getCommands(pass).length; }\r\n public isOpaquePass(pass: RenderPass): boolean { return pass >= RenderPass.OpaqueLinear && pass <= RenderPass.OpaqueGeneral; }\r\n\r\n constructor(target: Target, stack: BranchStack, batchState: BatchState) {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this._layers = new LayerCommandLists(this);\r\n\r\n for (let i = 0; i < RenderPass.COUNT; ++i)\r\n this._commands[i] = [];\r\n }\r\n\r\n public reset(target: Target, stack: BranchStack, batchState: BatchState): void {\r\n this._target = target;\r\n this._stack = stack;\r\n this._batchState = batchState;\r\n this.clear();\r\n }\r\n\r\n public collectGraphicsForPlanarProjection(scene: GraphicList): void {\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n assert(!this._addLayersAsNormalGraphics);\r\n\r\n this._addLayersAsNormalGraphics = true;\r\n this.addGraphics(scene);\r\n this._addLayersAsNormalGraphics = false;\r\n }\r\n\r\n public addGraphics(scene: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n scene.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n /** Add backgroundMap graphics to their own render pass. */\r\n public addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.BackgroundMap;\r\n backgroundMapGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n /** Add overlay graphics to the world overlay pass */\r\n public addOverlayGraphics(overlayGraphics: GraphicList): void {\r\n this._forcedRenderPass = RenderPass.WorldOverlay;\r\n overlayGraphics.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addDecorations(dec: GraphicList, forcedPass: RenderPass = RenderPass.None): void {\r\n this._forcedRenderPass = forcedPass;\r\n for (const entry of dec) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addWorldDecorations(decs: GraphicList): void {\r\n const world = this.target.getWorldDecorations(decs);\r\n this.pushAndPopBranch(world, () => {\r\n for (const entry of world.branch.entries) {\r\n (entry as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n\r\n private addPickableDecorations(decs: Decorations): void {\r\n if (undefined !== decs.normal) {\r\n for (const normal of decs.normal) {\r\n const gf = normal as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n if (undefined !== decs.world) {\r\n const world = this.target.getWorldDecorations(decs.world);\r\n this.pushAndPopBranch(world, () => {\r\n for (const gf of world.branch.entries) {\r\n if ((gf as Graphic).isPickable)\r\n (gf as Graphic).addCommands(this);\r\n }\r\n });\r\n }\r\n }\r\n\r\n public addBackground(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.Background;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addSkyBox(gf?: Graphic): void {\r\n if (undefined === gf)\r\n return;\r\n\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n\r\n this._forcedRenderPass = RenderPass.SkyBox;\r\n this.pushAndPopState(this.target.decorationsState, () => gf.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void {\r\n if (undefined === pass)\r\n pass = command.getPass(this.target);\r\n\r\n if (\"none\" === pass) // Edges will return none if they don't want to draw at all (edges not turned on).\r\n return;\r\n\r\n if (RenderPass.None !== this._forcedRenderPass) {\r\n // Add the command to the forced render pass (background).\r\n this.getCommands(this._forcedRenderPass).push(command);\r\n return;\r\n }\r\n\r\n if (!command.hasFeatures) {\r\n // Draw in general opaque pass so they are not in pick data.\r\n switch (pass) {\r\n case \"opaque-linear\":\r\n case \"opaque-planar\":\r\n pass = \"opaque\";\r\n break;\r\n case \"opaque-planar-translucent\":\r\n pass = \"opaque-translucent\";\r\n break;\r\n }\r\n }\r\n\r\n const haveFeatureOverrides = (this._opaqueOverrides || this._translucentOverrides) && command.opcode && command.hasFeatures;\r\n\r\n if (Pass.rendersTranslucent(pass) && this._addTranslucentAsOpaque) {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n pass = \"opaque-planar\";\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n pass = \"opaque\";\r\n break;\r\n default:\r\n pass = \"opaque-linear\";\r\n break;\r\n }\r\n }\r\n\r\n const isDoublePass = Pass.rendersOpaqueAndTranslucent(pass);\r\n const renderTranslucentDuringOpaque = isDoublePass || (this._opaqueOverrides && haveFeatureOverrides);\r\n if (renderTranslucentDuringOpaque && Pass.rendersTranslucent(pass) && !command.primitive.cachedGeometry.alwaysRenderTranslucent) {\r\n let opaquePass: RenderPass;\r\n if (Pass.rendersOpaqueAndTranslucent(pass)) {\r\n opaquePass = Pass.toOpaquePass(pass);\r\n } else {\r\n switch (command.renderOrder) {\r\n case RenderOrder.PlanarLitSurface:\r\n case RenderOrder.PlanarUnlitSurface:\r\n case RenderOrder.BlankingRegion:\r\n opaquePass = RenderPass.OpaquePlanar;\r\n break;\r\n case RenderOrder.LitSurface:\r\n case RenderOrder.UnlitSurface:\r\n opaquePass = RenderPass.OpaqueGeneral;\r\n break;\r\n default:\r\n opaquePass = RenderPass.OpaqueLinear;\r\n break;\r\n }\r\n }\r\n\r\n this.getCommands(opaquePass).push(command);\r\n }\r\n\r\n const renderOpaqueDuringTranslucent = isDoublePass || (this._translucentOverrides && haveFeatureOverrides);\r\n if (renderOpaqueDuringTranslucent && Pass.rendersOpaque(pass) && !this._addTranslucentAsOpaque)\r\n this.getCommands(RenderPass.Translucent).push(command);\r\n\r\n if (!Pass.rendersOpaqueAndTranslucent(pass))\r\n this.getCommands(Pass.toRenderPass(pass)).push(command);\r\n }\r\n\r\n public getCommands(pass: RenderPass): DrawCommands {\r\n let idx = pass as number;\r\n assert(idx < this._commands.length);\r\n if (idx >= this._commands.length)\r\n idx -= 1;\r\n\r\n return this._commands[idx];\r\n }\r\n\r\n public replaceCommands(pass: RenderPass, cmds: DrawCommands): void {\r\n const idx = pass as number;\r\n this._commands[idx].splice(0);\r\n this._commands[idx] = cmds;\r\n }\r\n\r\n public addHiliteBranch(branch: Branch, pass: RenderPass): void {\r\n this.pushAndPopBranchForPass(pass, branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addHiliteCommands(this, pass));\r\n });\r\n }\r\n\r\n public processLayers(container: LayerContainer): void {\r\n assert(RenderPass.None === this._forcedRenderPass);\r\n if (RenderPass.None !== this._forcedRenderPass)\r\n return;\r\n\r\n this._forcedRenderPass = container.renderPass;\r\n this._layers.processLayers(container, () => container.graphic.addCommands(this));\r\n this._forcedRenderPass = RenderPass.None;\r\n }\r\n\r\n public addLayerCommands(layer: Layer): void {\r\n if (this._addLayersAsNormalGraphics) {\r\n // GraphicsCollectorDrawArgs wants to collect graphics to project to a plane for masking.\r\n // It bypasses PlanProjectionTreeReference.createDrawArgs which would otherwise wrap the graphics in a LayerContainer.\r\n assert(this._forcedRenderPass === RenderPass.None);\r\n this._forcedRenderPass = RenderPass.OpaqueGeneral;\r\n layer.graphic.addCommands(this);\r\n this._forcedRenderPass = RenderPass.None;\r\n return;\r\n }\r\n\r\n assert(this.isDrawingLayers);\r\n if (!this.isDrawingLayers)\r\n return;\r\n\r\n // Let the graphic add its commands. Afterward, pull them out and add them to the LayerCommands.\r\n this._layers.currentLayer = layer;\r\n layer.graphic.addCommands(this);\r\n\r\n const cmds = this.getCommands(this._forcedRenderPass);\r\n this._layers.addCommands(cmds);\r\n\r\n cmds.length = 0;\r\n this._layers.currentLayer = undefined;\r\n }\r\n\r\n public addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void {\r\n assert(this.isDrawingLayers || this._addLayersAsNormalGraphics);\r\n if (!this.isDrawingLayers && !this._addLayersAsNormalGraphics)\r\n return;\r\n\r\n const prevPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.None;\r\n\r\n graphic.addHiliteCommands(this, pass);\r\n\r\n this._forcedRenderPass = prevPass;\r\n }\r\n\r\n private getAnimationBranchState(branch: Branch): AnimationBranchState | undefined {\r\n const animId = branch.branch.animationId;\r\n return undefined !== animId ? this.target.animationBranches?.branchStates.get(animId) : undefined;\r\n }\r\n\r\n private pushAndPopBranchForPass(pass: RenderPass, branch: Branch, func: () => void): void {\r\n assert(!this.isDrawingLayers);\r\n\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n assert(RenderPass.None !== pass);\r\n\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n const cmds = this.getCommands(pass);\r\n const clip = animState?.clip as ClipVolume | undefined;\r\n const pushClip = undefined !== clip ? new PushClipCommand(clip) : undefined;\r\n if (pushClip)\r\n cmds.push(pushClip);\r\n\r\n const push = new PushBranchCommand(branch);\r\n cmds.push(push);\r\n\r\n func();\r\n\r\n this._stack.pop();\r\n if (cmds[cmds.length - 1] === push) {\r\n cmds.pop();\r\n if (pushClip)\r\n cmds.pop();\r\n } else {\r\n cmds.push(PopBranchCommand.instance);\r\n if (pushClip)\r\n cmds.push(PopClipCommand.instance);\r\n }\r\n }\r\n\r\n private pushAndPop(push: PushCommand, pop: PopCommand, func: () => void): void {\r\n if (this.isDrawingLayers) {\r\n this._commands[RenderPass.Hilite].push(push);\r\n this._layers.pushAndPop(push, pop, func);\r\n\r\n const cmds = this._commands[RenderPass.Hilite];\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n return;\r\n }\r\n\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n // Need to make sure the push command precedes any subsequent commands added to any render pass.\r\n for (const cmds of this._commands)\r\n cmds.push(push);\r\n } else {\r\n // May want to add hilite commands as well - add the push command to that pass.\r\n this._commands[this._forcedRenderPass].push(push);\r\n this._commands[RenderPass.Hilite].push(push);\r\n }\r\n\r\n func();\r\n\r\n // Remove push command from any passes that didn't receive any commands; add the pop command to any passes that did.\r\n if (RenderPass.None === this._forcedRenderPass) {\r\n for (const cmds of this._commands) {\r\n assert(0 < cmds.length);\r\n if (0 < cmds.length && cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n } else {\r\n assert(0 < this._commands[this._forcedRenderPass].length);\r\n assert(0 < this._commands[RenderPass.Hilite].length);\r\n\r\n let cmds = this._commands[this._forcedRenderPass];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n\r\n cmds = this._commands[RenderPass.Hilite];\r\n if (cmds[cmds.length - 1] === push)\r\n cmds.pop();\r\n else\r\n cmds.push(pop);\r\n }\r\n }\r\n\r\n public pushAndPopBranch(branch: Branch, func: () => void): void {\r\n const animState = this.getAnimationBranchState(branch);\r\n if (animState?.omit)\r\n return;\r\n\r\n if (animState?.clip)\r\n this.pushAndPop(new PushClipCommand(animState.clip as ClipVolume), PopClipCommand.instance, () => this._pushAndPopBranch(branch, func));\r\n else\r\n this._pushAndPopBranch(branch, func);\r\n }\r\n\r\n private _pushAndPopBranch(branch: Branch, func: () => void): void {\r\n this._stack.pushBranch(branch);\r\n if (branch.planarClassifier)\r\n branch.planarClassifier.pushBatchState(this._batchState);\r\n\r\n if (branch.secondaryClassifiers)\r\n branch.secondaryClassifiers.forEach((classifier) => classifier.pushBatchState(this._batchState));\r\n\r\n this.pushAndPop(new PushBranchCommand(branch), PopBranchCommand.instance, func);\r\n\r\n this._stack.pop();\r\n }\r\n\r\n public pushAndPopState(state: BranchState, func: () => void): void {\r\n this._stack.pushState(state);\r\n this.pushAndPop(new PushStateCommand(state), PopBranchCommand.instance, func);\r\n this._stack.pop();\r\n }\r\n\r\n public clear(): void {\r\n assert(this._batchState.isEmpty);\r\n this._clearCommands();\r\n }\r\n\r\n private _clearCommands(): void {\r\n this._commands.forEach((cmds: DrawCommands) => cmds.splice(0));\r\n this._layers.clear();\r\n }\r\n\r\n private initForPickOverlayDecorations(overlays: GraphicList): void {\r\n for (const overlay of overlays) {\r\n const gf = overlay as Graphic;\r\n if (gf.isPickable)\r\n gf.addCommands(this);\r\n }\r\n }\r\n\r\n public initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void {\r\n this._clearCommands();\r\n\r\n this._addTranslucentAsOpaque = true;\r\n\r\n for (const sceneGf of sceneOverlays)\r\n (sceneGf as Graphic).addCommands(this);\r\n\r\n if (worldOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n this.initForPickOverlayDecorations(worldOverlayDecorations);\r\n });\r\n }\r\n\r\n if (viewOverlayDecorations?.length) {\r\n this.pushAndPopState(this.target.decorationsState.withViewCoords(), () => {\r\n this.initForPickOverlayDecorations(viewOverlayDecorations);\r\n });\r\n }\r\n\r\n this._addTranslucentAsOpaque = false;\r\n }\r\n\r\n public initForReadPixels(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n // Set flag to force translucent geometry to be put into the opaque pass.\r\n this._addTranslucentAsOpaque = true;\r\n\r\n // Add the scene graphics.\r\n this.addGraphics(gfx.foreground);\r\n\r\n // Also add any pickable decorations.\r\n if (undefined !== gfx.decorations)\r\n this.addPickableDecorations(gfx.decorations);\r\n\r\n // Also background map is pickable\r\n this.addBackgroundMapGraphics(gfx.background);\r\n\r\n this._addTranslucentAsOpaque = false;\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public initForRender(gfx: TargetGraphics): void {\r\n this.clear();\r\n\r\n this.addGraphics(gfx.foreground);\r\n this.addBackgroundMapGraphics(gfx.background);\r\n this.addOverlayGraphics(gfx.overlays);\r\n\r\n const dynamics = gfx.dynamics;\r\n if (dynamics && dynamics.length > 0)\r\n this.addDecorations(dynamics);\r\n\r\n const dec = gfx.decorations;\r\n if (undefined !== dec) {\r\n this.addBackground(dec.viewBackground as Graphic);\r\n\r\n this.addSkyBox(dec.skyBox as Graphic);\r\n\r\n if (undefined !== dec.normal && 0 < dec.normal.length)\r\n this.addGraphics(dec.normal);\r\n\r\n if (undefined !== dec.world && 0 < dec.world.length)\r\n this.addWorldDecorations(dec.world);\r\n\r\n this.pushAndPopState(this.target.decorationsState, () => {\r\n if (undefined !== dec.viewOverlay && 0 < dec.viewOverlay.length)\r\n this.addDecorations(dec.viewOverlay, RenderPass.ViewOverlay);\r\n\r\n if (undefined !== dec.worldOverlay && 0 < dec.worldOverlay.length)\r\n this.addDecorations(dec.worldOverlay, RenderPass.WorldOverlay);\r\n });\r\n }\r\n\r\n this.setupClassificationByVolume();\r\n this._layers.outputCommands();\r\n }\r\n\r\n public addPrimitive(prim: Primitive): void {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isGeometryOutsideActiveVolume(prim.cachedGeometry))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) { // See if we can cull this primitive.\r\n if (\"classification\" === prim.getPass(this.target)) {\r\n const geom = prim.cachedGeometry;\r\n geom.computeRange(this._scratchRange);\r\n let frustum = Frustum.fromRange(this._scratchRange, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const command = new PrimitiveCommand(prim);\r\n this.addPrimitiveCommand(command);\r\n\r\n if (RenderPass.None === this._forcedRenderPass && prim.isEdge) {\r\n const vf: ViewFlags = this.target.currentViewFlags;\r\n if (vf.renderMode !== RenderMode.Wireframe && vf.hiddenEdges)\r\n this.getCommands(RenderPass.HiddenEdge).push(command);\r\n }\r\n }\r\n\r\n public addBranch(branch: Branch): void {\r\n this.pushAndPopBranch(branch, () => {\r\n branch.branch.entries.forEach((entry: RenderGraphic) => (entry as Graphic).addCommands(this));\r\n });\r\n }\r\n\r\n public computeBatchHiliteRenderPass(batch: Batch): RenderPass {\r\n let pass = RenderPass.Hilite;\r\n if (batch.graphic instanceof MeshGraphic) {\r\n const mg = batch.graphic;\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (batch.graphic instanceof GraphicsArray) {\r\n const ga = batch.graphic;\r\n if (ga.graphics[0] instanceof MeshGraphic) {\r\n const mg = ga.graphics[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n } else if (ga.graphics[0] instanceof Branch) {\r\n const b = ga.graphics[0];\r\n if (b.branch.entries.length > 0 && b.branch.entries[0] instanceof MeshGraphic) {\r\n const mg = b.branch.entries[0];\r\n if (SurfaceType.VolumeClassifier === mg.surfaceType)\r\n pass = RenderPass.HiliteClassification;\r\n }\r\n }\r\n }\r\n return pass;\r\n }\r\n\r\n public addBatch(batch: Batch): void {\r\n if (batch.locateOnly && !this.target.isReadPixelsInProgress)\r\n return;\r\n\r\n // Batches (aka element tiles) should only draw during ordinary (translucent or opaque) passes.\r\n // They may draw during both, or neither.\r\n // NB: This is no longer true - pickable overlay decorations are defined as Batches. Problem?\r\n // assert(RenderPass.None === this._forcedRenderPass);\r\n assert(!this._opaqueOverrides && !this._translucentOverrides);\r\n assert(undefined === this._curBatch);\r\n\r\n // If all features are overridden to be invisible, draw no graphics in this batch\r\n const overrides = batch.getOverrides(this.target);\r\n if (overrides.allHidden)\r\n return;\r\n\r\n if (!batch.range.isNull) {\r\n // ###TODO Would be nice if we could detect outside active volume here, but active volume only applies to specific render passes\r\n // if (this.target.isRangeOutsideActiveVolume(batch.range))\r\n // return;\r\n\r\n if (undefined !== this._frustumPlanes) {\r\n let frustum = Frustum.fromRange(batch.range, this._scratchFrustum);\r\n frustum = frustum.transformBy(this.target.currentTransform, frustum);\r\n if (FrustumPlanes.Containment.Outside === this._frustumPlanes.computeFrustumContainment(frustum)) {\r\n return;\r\n }\r\n }\r\n }\r\n\r\n const classifier = this._stack.top.planarClassifier;\r\n\r\n this._batchState.push(batch, true);\r\n\r\n this.pushAndPop(new PushBatchCommand(batch), PopBatchCommand.instance, () => {\r\n if (this.currentViewFlags.transparency || overrides.anyViewIndependentTranslucent) {\r\n this._opaqueOverrides = overrides.anyOpaque;\r\n this._translucentOverrides = overrides.anyTranslucent;\r\n\r\n if (undefined !== classifier) {\r\n this._opaqueOverrides = this._opaqueOverrides || classifier.anyOpaque;\r\n this._translucentOverrides = this._translucentOverrides || classifier.anyTranslucent;\r\n }\r\n }\r\n\r\n // If we have an active volume classifier then force all batches for the reality data being classified into a special render pass.\r\n let savedForcedRenderPass = RenderPass.None;\r\n if (undefined !== this.target.activeVolumeClassifierModelId && batch.featureTable.batchModelId === this.target.activeVolumeClassifierModelId) {\r\n savedForcedRenderPass = this._forcedRenderPass;\r\n this._forcedRenderPass = RenderPass.VolumeClassifiedRealityData;\r\n }\r\n\r\n (batch.graphic as Graphic).addCommands(this);\r\n\r\n if (RenderPass.VolumeClassifiedRealityData === this._forcedRenderPass)\r\n this._forcedRenderPass = savedForcedRenderPass;\r\n\r\n // If the batch contains hilited features, need to render them in the hilite pass\r\n const anyHilited = overrides.anyHilited;\r\n const planarClassifierHilited = undefined !== classifier && classifier.anyHilited;\r\n if (anyHilited || planarClassifierHilited)\r\n (batch.graphic as Graphic).addHiliteCommands(this, planarClassifierHilited ? RenderPass.HilitePlanarClassification : this.computeBatchHiliteRenderPass(batch));\r\n\r\n });\r\n\r\n this._opaqueOverrides = this._translucentOverrides = false;\r\n this._batchState.pop();\r\n }\r\n\r\n // Define a culling frustum. Commands associated with Graphics whose ranges do not intersect the frustum will be skipped.\r\n public setCheckRange(frustum: Frustum) { this._frustumPlanes = FrustumPlanes.fromFrustum(frustum); }\r\n // Clear the culling frustum.\r\n public clearCheckRange(): void { this._frustumPlanes = undefined; }\r\n\r\n private setupClassificationByVolume(): void {\r\n // To make it easier to process the classifiers individually, set up a secondary command list for them where they\r\n // are each separated by their own pushes & pops so that they can easily be drawn individually. This now supports\r\n // nested branches and batches.\r\n const groupedCmds = this._commands[RenderPass.Classification];\r\n const byIndexCmds = this._commands[RenderPass.ClassificationByIndex];\r\n const pushCommands: DrawCommands = []; // will contain current set of pushes ahead of a primitive\r\n for (const cmd of groupedCmds) {\r\n switch (cmd.opcode) {\r\n case \"pushBranch\":\r\n case \"pushBatch\":\r\n case \"pushState\":\r\n pushCommands.push(cmd);\r\n break;\r\n case \"drawPrimitive\":\r\n for (const pushCmd of pushCommands) {\r\n byIndexCmds.push(pushCmd);\r\n }\r\n byIndexCmds.push(cmd);\r\n for (let i = pushCommands.length - 1; i >= 0; --i) {\r\n if (\"pushBatch\" === pushCommands[i].opcode)\r\n byIndexCmds.push(PopBatchCommand.instance);\r\n else // should be eith pushBranch or pushState opcode\r\n byIndexCmds.push(PopBranchCommand.instance);\r\n }\r\n break;\r\n case \"popBatch\":\r\n case \"popBranch\":\r\n pushCommands.pop();\r\n break;\r\n }\r\n }\r\n }\r\n\r\n public dump(): Array<{ name: string, count: number }> {\r\n const dump = [\r\n { name: \"Primitives\", count: 0 },\r\n { name: \"Batches\", count: 0 },\r\n { name: \"Branches\", count: 0 },\r\n ];\r\n\r\n for (const cmds of this._commands) {\r\n for (const cmd of cmds) {\r\n let index;\r\n switch (cmd.opcode) {\r\n case \"drawPrimitive\":\r\n index = 0;\r\n break;\r\n case \"pushBatch\":\r\n index = 1;\r\n break;\r\n case \"pushBranch\":\r\n index = 2;\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n dump[index].count++;\r\n }\r\n }\r\n\r\n return dump;\r\n }\r\n}\r\n"]}
@@ -2,7 +2,7 @@
2
2
  * @module WebGL
3
3
  */
4
4
  import { ViewFlags } from "@itwin/core-common";
5
- import { VertexIndices } from "../../common/render/primitives/VertexIndices";
5
+ import { VertexIndices } from "../../common/internal/render/VertexIndices";
6
6
  import { RenderMemory } from "../RenderMemory";
7
7
  import { ShaderProgramParams } from "./DrawCommand";
8
8
  import { BuffersContainer } from "./AttributeBuffers";
@@ -1 +1 @@
1
- {"version":3,"file":"SurfaceGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAgF,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE7H,OAAO,EAAE,aAAa,EAAE,MAAM,8CAA8C,CAAC;AAC7E,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,IAAI,EAAE,WAAW,EAA+B,MAAM,eAAe,CAAC;AAE/E,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,EAAE,EAAE,SAAS,GAAG,OAAO,CAEpD;AAMD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IAExC,IAAW,UAAU,qBAA4B;WAEnC,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,aAAa,GAAG,eAAe,GAAG,SAAS;IAKzF,IAAW,UAAU,IAAI,OAAO,CAG/B;IAEM,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,KAAK,YAAmG;IACnH,IAAW,cAAc,YAAwG;IACjI,IAAW,UAAU,YAAgE;IACrF,IAAW,YAAY,YAAgF;IACvG,IAAW,OAAO,YAAgC;IAClD,IAAoB,uBAAuB,YAA2B;IACtE,IAAW,aAAa,YAAuE;IAC/F,IAAW,YAAY,YAAgE;IACvF,IAAoB,uBAAuB,YAE1C;IAED,IAAoB,kBAAkB,YAKrC;IAED,IAAoB,SAAS,SAAmB;IAChD,IAAoB,MAAM,cAAwB;IAClD,IAAoB,YAAY,cAAwB;IAExD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAmBxE,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAK/D,IAAW,WAAW,IAAI,WAAW,CAAgC;IACrE,IAAoB,YAAY,YAAyB;IACzD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,WAAW,IAAI,WAAW,CASpC;IAEe,QAAQ,CAAC,MAAM,EAAE,MAAM;IAOvB,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAoF7C,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAmBnD,IAAoB,YAAY,IAAI,YAAY,GAAG,SAAS,CAAmC;IAExF,UAAU,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIhD,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIlD,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAwDhF,OAAO;IASP,OAAO,CAAC,YAAY;IA2BpB,OAAO,CAAC,cAAc;CAavB"}
1
+ {"version":3,"file":"SurfaceGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAgF,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE7H,OAAO,EAAE,aAAa,EAAE,MAAM,4CAA4C,CAAC;AAC3E,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,IAAI,EAAE,WAAW,EAA+B,MAAM,eAAe,CAAC;AAE/E,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,EAAE,EAAE,SAAS,GAAG,OAAO,CAEpD;AAMD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IAExC,IAAW,UAAU,qBAA4B;WAEnC,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,aAAa,GAAG,eAAe,GAAG,SAAS;IAKzF,IAAW,UAAU,IAAI,OAAO,CAG/B;IAEM,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,KAAK,YAAmG;IACnH,IAAW,cAAc,YAAwG;IACjI,IAAW,UAAU,YAAgE;IACrF,IAAW,YAAY,YAAgF;IACvG,IAAW,OAAO,YAAgC;IAClD,IAAoB,uBAAuB,YAA2B;IACtE,IAAW,aAAa,YAAuE;IAC/F,IAAW,YAAY,YAAgE;IACvF,IAAoB,uBAAuB,YAE1C;IAED,IAAoB,kBAAkB,YAKrC;IAED,IAAoB,SAAS,SAAmB;IAChD,IAAoB,MAAM,cAAwB;IAClD,IAAoB,YAAY,cAAwB;IAExD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAmBxE,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAK/D,IAAW,WAAW,IAAI,WAAW,CAAgC;IACrE,IAAoB,YAAY,YAAyB;IACzD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,WAAW,IAAI,WAAW,CASpC;IAEe,QAAQ,CAAC,MAAM,EAAE,MAAM;IAOvB,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAoF7C,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAmBnD,IAAoB,YAAY,IAAI,YAAY,GAAG,SAAS,CAAmC;IAExF,UAAU,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIhD,YAAY,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIlD,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAwDhF,OAAO;IASP,OAAO,CAAC,YAAY;IA2BpB,OAAO,CAAC,cAAc;CAavB"}
@@ -7,7 +7,7 @@
7
7
  */
8
8
  import { assert, dispose } from "@itwin/core-bentley";
9
9
  import { FillFlags, RenderMode, TextureTransparency, ThematicGradientTransparencyMode } from "@itwin/core-common";
10
- import { SurfaceType } from "../../common/render/primitives/SurfaceParams";
10
+ import { SurfaceType } from "../../common/internal/render/SurfaceParams";
11
11
  import { AttributeMap } from "./AttributeMap";
12
12
  import { GL } from "./GL";
13
13
  import { BufferHandle, BufferParameters, BuffersContainer } from "./AttributeBuffers";
@@ -1 +1 @@
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ThematicGradientTransparencyMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../../common/render/primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../../common/render/primitives/VertexIndices\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n const thematic = target.wantThematicDisplay && this.supportsThematicDisplay ? target.uniforms.thematic.thematicDisplay : undefined;\r\n if (thematic && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // A gradient texture applied by analysis style always fully determines the transparency of the surface.\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture) {\r\n assert(undefined !== target.analysisStyle?.thematic);\r\n switch (target.analysisStyle.thematic.thematicSettings.textureTransparency) {\r\n case TextureTransparency.Translucent:\r\n return \"translucent\";\r\n case TextureTransparency.Opaque:\r\n return opaquePass;\r\n case TextureTransparency.Mixed:\r\n return `${opaquePass}-translucent`;\r\n }\r\n }\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n // Thematic gradient can optionally multiply gradient alpha with surface alpha.\r\n if (thematic && thematic.gradientSettings.transparencyMode === ThematicGradientTransparencyMode.MultiplySurfaceAndGradient) {\r\n switch (thematic.gradientSettings.textureTransparency) {\r\n case TextureTransparency.Opaque:\r\n // This surface's alpha gets multiplied by 1 - gradient colors are all opaque.\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n case TextureTransparency.Translucent:\r\n // This surface's alpha gets multiplied by < 1 - gradient colors are all translucent.\r\n return \"translucent\";\r\n case TextureTransparency.Mixed:\r\n // The gradient contains a mix of translucent and opaque colors.\r\n return hasAlpha ? \"translucent\" : `${opaquePass}-translucent`;\r\n }\r\n }\r\n\r\n if (!hasAlpha) {\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ThematicGradientTransparencyMode, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../../common/internal/render/SurfaceParams\";\r\nimport { VertexIndices } from \"../../common/internal/render/VertexIndices\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get hasNormalMap() { return this.isLit && this.isTexturedType && undefined !== this.normalMap; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n const thematic = target.wantThematicDisplay && this.supportsThematicDisplay ? target.uniforms.thematic.thematicDisplay : undefined;\r\n if (thematic && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // A gradient texture applied by analysis style always fully determines the transparency of the surface.\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture) {\r\n assert(undefined !== target.analysisStyle?.thematic);\r\n switch (target.analysisStyle.thematic.thematicSettings.textureTransparency) {\r\n case TextureTransparency.Translucent:\r\n return \"translucent\";\r\n case TextureTransparency.Opaque:\r\n return opaquePass;\r\n case TextureTransparency.Mixed:\r\n return `${opaquePass}-translucent`;\r\n }\r\n }\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n // Thematic gradient can optionally multiply gradient alpha with surface alpha.\r\n if (thematic && thematic.gradientSettings.transparencyMode === ThematicGradientTransparencyMode.MultiplySurfaceAndGradient) {\r\n switch (thematic.gradientSettings.textureTransparency) {\r\n case TextureTransparency.Opaque:\r\n // This surface's alpha gets multiplied by 1 - gradient colors are all opaque.\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n case TextureTransparency.Translucent:\r\n // This surface's alpha gets multiplied by < 1 - gradient colors are all translucent.\r\n return \"translucent\";\r\n case TextureTransparency.Mixed:\r\n // The gradient contains a mix of translucent and opaque colors.\r\n return hasAlpha ? \"translucent\" : `${opaquePass}-translucent`;\r\n }\r\n }\r\n\r\n if (!hasAlpha) {\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public useNormalMap(params: ShaderProgramParams): boolean {\r\n return this.wantNormalMaps(params.target, this.hasNormalMap);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = this.useNormalMap(params) ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodTextureMapping] = this.mesh.textureUsesConstantLod ? 1 : 0;\r\n flags[SurfaceBitIndex.UseConstantLodNormalMapMapping] = this.mesh.normalMapUsesConstantLod ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n\r\n private wantNormalMaps(target: Target, normalMapExists: boolean): boolean {\r\n if (!normalMapExists || !target.displayNormalMaps)\r\n return false;\r\n\r\n const flags = target.currentViewFlags;\r\n\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n default:\r\n return false;\r\n }\r\n }\r\n}\r\n"]}