@itwin/core-frontend 4.9.4 → 4.9.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +11 -1
- package/lib/cjs/render/GraphicBranch.d.ts +4 -0
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.d.ts +1 -0
- package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +1 -1
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +2 -2
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.d.ts +5 -0
- package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js +2 -0
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.d.ts +1 -0
- package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js +13 -0
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.d.ts +1 -0
- package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js +1 -0
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/tile/map/MapTile.js +1 -1
- package/lib/cjs/tile/map/MapTile.js.map +1 -1
- package/lib/esm/render/GraphicBranch.d.ts +4 -0
- package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
- package/lib/esm/render/GraphicBranch.js.map +1 -1
- package/lib/esm/render/RealityMeshGraphicParams.d.ts +1 -0
- package/lib/esm/render/RealityMeshGraphicParams.d.ts.map +1 -1
- package/lib/esm/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +1 -1
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js +2 -2
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/webgl/BranchState.d.ts +5 -0
- package/lib/esm/render/webgl/BranchState.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchState.js +2 -0
- package/lib/esm/render/webgl/BranchState.js.map +1 -1
- package/lib/esm/render/webgl/BranchUniforms.d.ts +1 -0
- package/lib/esm/render/webgl/BranchUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/BranchUniforms.js +13 -0
- package/lib/esm/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/esm/render/webgl/Graphic.d.ts +1 -0
- package/lib/esm/render/webgl/Graphic.d.ts.map +1 -1
- package/lib/esm/render/webgl/Graphic.js +1 -0
- package/lib/esm/render/webgl/Graphic.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +1 -1
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/tile/map/MapTile.js +1 -1
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/package.json +18 -18
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { Transform } from \"@itwin/core-geometry\";\nimport {\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, RenderMode, ViewFlags,\n} from \"@itwin/core-common\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { Branch } from \"./Graphic\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { EdgeSettings } from \"./EdgeSettings\";\n\n/** Options used to construct a BranchState.\n * @internal\n */\nexport interface BranchStateOptions {\n readonly transform: Transform;\n viewFlags: ViewFlags;\n symbologyOverrides: FeatureSymbology.Overrides;\n clipVolume?: ClipVolume;\n readonly planarClassifier?: PlanarClassifier;\n readonly secondaryClassifiers?: PlanarClassifier[];\n readonly textureDrape?: TextureDrape;\n readonly edgeSettings: EdgeSettings;\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\n readonly iModel?: IModelConnection;\n /** Whether the graphics in this branch are 2d or 3d.\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\n * in 3d we use the pick buffers.\n */\n is3d: boolean;\n frustumScale?: { x: number, y: number };\n readonly appearanceProvider?: FeatureAppearanceProvider;\n readonly realityModelDisplaySettings?: RealityModelDisplaySettings;\n forceViewCoords?: boolean;\n readonly viewAttachmentId?: Id64String;\n groupNodeId?: number;\n}\n\n/**\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\n * all sub-nodes of the branch.\n * @internal\n */\nexport class BranchState {\n private readonly _opts: BranchStateOptions;\n\n public get transform() { return this._opts.transform; }\n public get viewFlags() { return this._opts.viewFlags; }\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\n public get clipVolume() { return this._opts.clipVolume; }\n public get forceViewCoords(): boolean { return true === this._opts.forceViewCoords; }\n public get planarClassifier() { return this._opts.planarClassifier; }\n public get textureDrape() { return this._opts.textureDrape; }\n public get edgeSettings() { return this._opts.edgeSettings; }\n public get iModel() { return this._opts.iModel; }\n public get is3d() { return this._opts.is3d; }\n public get frustumScale() { return this._opts.frustumScale!; }\n public get appearanceProvider() { return this._opts.appearanceProvider; }\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\n public get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }\n public get viewAttachmentId() { return this._opts.viewAttachmentId; }\n public get groupNodeId() { return this._opts.groupNodeId; }\n\n public get symbologyOverrides() {\n return this._opts.symbologyOverrides;\n }\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\n this._opts.symbologyOverrides = ovrs;\n }\n\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\n this.viewFlags = viewFlags;\n this._opts.is3d = is3d;\n this.edgeSettings.init(hline);\n }\n\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\n return new BranchState({\n viewFlags: branch.branch.getViewFlags(prev.viewFlags),\n transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),\n symbologyOverrides: branch.branch.symbologyOverrides ?? prev.symbologyOverrides,\n iModel: branch.iModel ?? prev.iModel,\n planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,\n textureDrape: branch.textureDrape ?? prev.textureDrape,\n clipVolume: branch.clips,\n forceViewCoords: prev.forceViewCoords,\n edgeSettings: branch.edgeSettings ?? prev.edgeSettings,\n is3d: branch.frustum?.is3d ?? prev.is3d,\n frustumScale: branch.frustum?.scale ?? prev.frustumScale,\n secondaryClassifiers: branch.secondaryClassifiers?? prev.secondaryClassifiers,\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\n appearanceProvider: branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),\n realityModelDisplaySettings: branch.branch.realityModelDisplaySettings ?? prev.realityModelDisplaySettings,\n viewAttachmentId: branch.viewAttachmentId ?? prev.viewAttachmentId,\n groupNodeId: branch.branch.groupNodeId ?? prev.groupNodeId,\n });\n }\n\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\n if (this._opts.appearanceProvider)\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\n\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\n }\n\n public static createForDecorations(): BranchState {\n const viewFlags = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\n const symbologyOverrides = new FeatureSymbology.Overrides();\n symbologyOverrides.ignoreSubCategory = true;\n return new BranchState({\n viewFlags,\n transform: Transform.createIdentity(),\n symbologyOverrides,\n edgeSettings: EdgeSettings.create(undefined),\n is3d: true,\n });\n }\n\n public withViewCoords(): BranchState {\n return new BranchState({ ...this._opts, forceViewCoords: true });\n }\n\n public constructor(opts: BranchStateOptions) {\n if (!opts.frustumScale)\n opts.frustumScale = { x: 1, y: 1 };\n\n this._opts = opts;\n this._opts.viewFlags = this._opts.viewFlags.normalize();\n }\n}\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { Transform } from \"@itwin/core-geometry\";\nimport {\n BatchType, FeatureAppearance, FeatureAppearanceProvider, GeometryClass, HiddenLine, RealityModelDisplaySettings, RenderMode, ViewFlags,\n} from \"@itwin/core-common\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { Branch } from \"./Graphic\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { EdgeSettings } from \"./EdgeSettings\";\n\n/** Options used to construct a BranchState.\n * @internal\n */\nexport interface BranchStateOptions {\n readonly transform: Transform;\n viewFlags: ViewFlags;\n symbologyOverrides: FeatureSymbology.Overrides;\n clipVolume?: ClipVolume;\n readonly planarClassifier?: PlanarClassifier;\n readonly secondaryClassifiers?: PlanarClassifier[];\n readonly textureDrape?: TextureDrape;\n readonly edgeSettings: EdgeSettings;\n /** Used chiefly for readPixels() to identify context of picked Ids when graphics from multiple iModels are displayed together. */\n readonly iModel?: IModelConnection;\n /** Whether the graphics in this branch are 2d or 3d.\n * Sometimes we draw 3d orthographic views in the context of a 2d view (e.g., sheet view attachments).\n * Currently this only affects the logic for discarding surfaces (in 2d, we relay on display priority to enforce draw order between different elements;\n * in 3d we use the pick buffers.\n */\n is3d: boolean;\n frustumScale?: { x: number, y: number };\n readonly appearanceProvider?: FeatureAppearanceProvider;\n readonly realityModelDisplaySettings?: RealityModelDisplaySettings;\n forceViewCoords?: boolean;\n readonly viewAttachmentId?: Id64String;\n groupNodeId?: number;\n /** If true, the view's [DisplayStyleSettings.clipStyle]($common) will be disabled for this branch.\n * No [ClipStyle.insideColor]($common), [ClipStyle.outsideColor]($common), or [ClipStyle.intersectionStyle]($common) will be applied.\n */\n disableClipStyle?: true;\n}\n\n/**\n * Represents a branch node in the scene graph, with associated view flags and transform to be applied to\n * all sub-nodes of the branch.\n * @internal\n */\nexport class BranchState {\n private readonly _opts: BranchStateOptions;\n\n public get transform() { return this._opts.transform; }\n public get viewFlags() { return this._opts.viewFlags; }\n public set viewFlags(vf: ViewFlags) { this._opts.viewFlags = vf.normalize(); }\n public get clipVolume() { return this._opts.clipVolume; }\n public get forceViewCoords(): boolean { return true === this._opts.forceViewCoords; }\n public get planarClassifier() { return this._opts.planarClassifier; }\n public get textureDrape() { return this._opts.textureDrape; }\n public get edgeSettings() { return this._opts.edgeSettings; }\n public get iModel() { return this._opts.iModel; }\n public get is3d() { return this._opts.is3d; }\n public get frustumScale() { return this._opts.frustumScale!; }\n public get appearanceProvider() { return this._opts.appearanceProvider; }\n public get secondaryClassifiers() { return this._opts.secondaryClassifiers; }\n public get realityModelDisplaySettings() { return this._opts.realityModelDisplaySettings; }\n public get viewAttachmentId() { return this._opts.viewAttachmentId; }\n public get groupNodeId() { return this._opts.groupNodeId; }\n public get disableClipStyle() { return this._opts.disableClipStyle;}\n\n public get symbologyOverrides() {\n return this._opts.symbologyOverrides;\n }\n public set symbologyOverrides(ovrs: FeatureSymbology.Overrides) {\n this._opts.symbologyOverrides = ovrs;\n }\n\n public changeRenderPlan(viewFlags: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\n this.viewFlags = viewFlags;\n this._opts.is3d = is3d;\n this.edgeSettings.init(hline);\n }\n\n /** Create a BranchState from a Branch. Any properties not explicitly specified by the new Branch are inherited from the previous BranchState. */\n public static fromBranch(prev: BranchState, branch: Branch): BranchState {\n return new BranchState({\n viewFlags: branch.branch.getViewFlags(prev.viewFlags),\n transform: prev.transform.multiplyTransformTransform(branch.localToWorldTransform),\n symbologyOverrides: branch.branch.symbologyOverrides ?? prev.symbologyOverrides,\n iModel: branch.iModel ?? prev.iModel,\n planarClassifier: (undefined !== branch.planarClassifier && undefined !== branch.planarClassifier.texture) ? branch.planarClassifier : prev.planarClassifier,\n textureDrape: branch.textureDrape ?? prev.textureDrape,\n clipVolume: branch.clips,\n forceViewCoords: prev.forceViewCoords,\n edgeSettings: branch.edgeSettings ?? prev.edgeSettings,\n is3d: branch.frustum?.is3d ?? prev.is3d,\n frustumScale: branch.frustum?.scale ?? prev.frustumScale,\n secondaryClassifiers: branch.secondaryClassifiers?? prev.secondaryClassifiers,\n // The branch can augment the symbology overrides. If it doesn't want to, allow its parent to do so, unless this branch supplies its own symbology overrides.\n appearanceProvider: branch.appearanceProvider ?? (branch.branch.symbologyOverrides ? undefined : prev.appearanceProvider),\n realityModelDisplaySettings: branch.branch.realityModelDisplaySettings ?? prev.realityModelDisplaySettings,\n viewAttachmentId: branch.viewAttachmentId ?? prev.viewAttachmentId,\n groupNodeId: branch.branch.groupNodeId ?? prev.groupNodeId,\n disableClipStyle: branch.disableClipStyle ?? prev.disableClipStyle,\n });\n }\n\n public getFeatureAppearance(overrides: FeatureSymbology.Overrides, elemLo: number, elemHi: number, subcatLo: number, subcatHi: number, geomClass: GeometryClass, modelLo: number, modelHi: number, type: BatchType, animationNodeId: number): FeatureAppearance | undefined {\n if (this._opts.appearanceProvider)\n return this._opts.appearanceProvider.getFeatureAppearance(overrides, elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\n\n return overrides.getAppearance(elemLo, elemHi, subcatLo, subcatHi, geomClass, modelLo, modelHi, type, animationNodeId);\n }\n\n public static createForDecorations(): BranchState {\n const viewFlags = new ViewFlags({ renderMode: RenderMode.SmoothShade, lighting: false, whiteOnWhiteReversal: false });\n const symbologyOverrides = new FeatureSymbology.Overrides();\n symbologyOverrides.ignoreSubCategory = true;\n return new BranchState({\n viewFlags,\n transform: Transform.createIdentity(),\n symbologyOverrides,\n edgeSettings: EdgeSettings.create(undefined),\n is3d: true,\n });\n }\n\n public withViewCoords(): BranchState {\n return new BranchState({ ...this._opts, forceViewCoords: true });\n }\n\n public constructor(opts: BranchStateOptions) {\n if (!opts.frustumScale)\n opts.frustumScale = { x: 1, y: 1 };\n\n this._opts = opts;\n this._opts.viewFlags = this._opts.viewFlags.normalize();\n }\n}\n"]}
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@@ -57,5 +57,6 @@ export declare class BranchUniforms {
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bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void;
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//# sourceMappingURL=BranchUniforms.d.ts.map
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@@ -1 +1 @@
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-
{"version":3,"file":"BranchUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAY,QAAQ,EAA2B,MAAM,sBAAsB,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAgB,SAAS,EAAE,MAAM,QAAQ,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;
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1
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{"version":3,"file":"BranchUniforms.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/BranchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAY,QAAQ,EAA2B,MAAM,sBAAsB,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACtE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAgB,SAAS,EAAE,MAAM,QAAQ,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAiBxC;;GAEG;AACH,qBAAa,cAAc;IACzB,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,gBAAgB,CAAS;IAG1B,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,OAAO,SAAK;IACnB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAGjC,OAAO,CAAC,YAAY,CAAS;IAC7B,OAAO,CAAC,sBAAsB,CAAC,CAAU;IAGzC,OAAO,CAAC,QAAQ,CAAC,GAAG,CAA6B;IACjD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAA6B;IAGlD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAiB;IACvC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAiB;IACxC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IACtC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAiB;IAGtC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAA8B;IAChE,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAA8B;IACjE,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAA6B;IACjE,OAAO,CAAC,QAAQ,CAAC,qBAAqB,CAA8B;IACpE,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAwB;IAEnD,IAAW,KAAK,IAAI,WAAW,CAAwB;gBAEpC,MAAM,EAAE,MAAM;IAQ1B,gBAAgB,IAAI,UAAU;IAI9B,oBAAoB,CAAC,UAAU,EAAE,UAAU,GAAG,cAAc;IAInE,IAAW,eAAe,IAAI,QAAQ,CAErC;IAED,IAAW,GAAG,IAAI,WAAW,CAE5B;IAED,IAAW,MAAM,IAAI,MAAM,CAE1B;IAEM,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAahC,SAAS,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAUnC,GAAG,IAAI,IAAI;IASX,YAAY,IAAI,IAAI;IAQpB,WAAW,IAAI,IAAI;IAMnB,gBAAgB,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,CAAC,QAAQ,GAAG,SAAS,GAAG,IAAI;IAI5F,cAAc,CAAC,IAAI,EAAE,UAAU,GAAG,SAAS,EAAE,KAAK,EAAE,SAAS,GAAG,IAAI;IAIpE,wBAAwB,CAAC,GAAG,EAAE,gBAAgB,CAAC,SAAS,GAAG,IAAI;IAI/D,mBAAmB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAK9F,6BAA6B,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO,GAAG,IAAI;IAKxG,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAK7F,yBAAyB,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,cAAc,EAAE,YAAY,EAAE,OAAO;IAKpG,OAAO,CAAC,MAAM;IA+Ed,OAAO,CAAC,YAAY;CASrB"}
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const RenderCommands_1 = require("./RenderCommands");
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const Sync_1 = require("./Sync");
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const ClipStack_1 = require("./ClipStack");
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const IModelApp_1 = require("../../IModelApp");
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function equalXYZs(a, b) {
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@@ -72,6 +73,7 @@ class BranchUniforms {
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pushBranch(branch) {
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(0, Sync_1.desync)(this);
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this._stack.pushBranch(branch);
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this.setClipStyle(this.top.disableClipStyle);
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@@ -199,6 +202,16 @@ class BranchUniforms {
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}
|
|
200
203
|
return true;
|
|
201
204
|
}
|
|
205
|
+
// set the clip style based on disableClipStyle
|
|
206
|
+
setClipStyle(disableClipStyle) {
|
|
207
|
+
const vp = IModelApp_1.IModelApp.viewManager.selectedView;
|
|
208
|
+
if (vp) {
|
|
209
|
+
const style = vp.view.displayStyle.settings.clipStyle;
|
|
210
|
+
this.clipStack.insideColor.alpha = disableClipStyle ? 0 : (style.insideColor ? 1 : 0);
|
|
211
|
+
this.clipStack.outsideColor.alpha = disableClipStyle ? 0 : (style.outsideColor ? 1 : 0);
|
|
212
|
+
this.clipStack.intersectionStyle.alpha = disableClipStyle ? 0 : (style.intersectionStyle ? style.intersectionStyle.width : 0);
|
|
213
|
+
}
|
|
214
|
+
}
|
|
202
215
|
}
|
|
203
216
|
exports.BranchUniforms = BranchUniforms;
|
|
204
217
|
//# sourceMappingURL=BranchUniforms.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { BranchState } from \"./BranchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { BatchState } from \"./BatchState\";\nimport { CachedGeometry } from \"./CachedGeometry\";\nimport { Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { Matrix3, Matrix4 } from \"./Matrix\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { desync, sync, SyncToken } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { ClipStack } from \"./ClipStack\";\n\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\n if (a === b)\n return true;\n\n if ((undefined === a) !== (undefined === b))\n return false;\n\n if (undefined !== a && undefined !== b)\n return a.isExactEqual(b);\n\n assert(undefined === a && undefined === b);\n return true;\n}\n\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\n * @internal\n */\nexport class BranchUniforms {\n public readonly clipStack: ClipStack;\n private _viewClipEnabled = false;\n\n // The model-view and model-view-projection matrices depend on the frustum.\n public syncToken?: SyncToken;\n public syncKey = 0;\n private readonly _stack = new BranchStack();\n private readonly _target: Target;\n\n // Parameters that affect synchronization.\n private _isInstanced = false;\n private _viewIndependentOrigin?: Point3d;\n\n // CPU state\n private readonly _mv = Matrix4d.createIdentity();\n private readonly _mvp = Matrix4d.createIdentity();\n\n // GPU state\n private readonly _mv32 = new Matrix4();\n private readonly _mvp32 = new Matrix4();\n private readonly _m32 = new Matrix4();\n private readonly _v32 = new Matrix3();\n\n // Working state\n private readonly _scratchTransform = Transform.createIdentity();\n private readonly _scratchTransform2 = Transform.createIdentity();\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\n private readonly _zeroPoint = new Point3d(0, 0, 0);\n\n public get stack(): BranchStack { return this._stack; }\n\n public constructor(target: Target) {\n this._target = target;\n this.clipStack = new ClipStack(\n () => target.uniforms.frustum.viewMatrix,\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\n );\n }\n\n public createBatchState(): BatchState {\n return new BatchState(this._stack);\n }\n\n public createRenderCommands(batchState: BatchState): RenderCommands {\n return new RenderCommands(this._target, this._stack, batchState);\n }\n\n public get modelViewMatrix(): Matrix4d {\n return this._mv;\n }\n\n public get top(): BranchState {\n return this._stack.top;\n }\n\n public get length(): number {\n return this._stack.length;\n }\n\n public pushBranch(branch: Branch): void {\n desync(this);\n this._stack.pushBranch(branch);\n if (this.top.clipVolume)\n this.clipStack.push(this.top.clipVolume);\n\n if (branch.branch.realityModelDisplaySettings)\n this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);\n }\n\n public pushState(state: BranchState): void {\n desync(this);\n this._stack.pushState(state);\n if (this.top.clipVolume)\n this.clipStack.push(this.top.clipVolume);\n\n if (state.realityModelDisplaySettings)\n this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);\n }\n\n public pop(): void {\n desync(this);\n if (this.top.clipVolume)\n this.clipStack.pop();\n\n this._stack.pop();\n }\n\n public pushViewClip(): void {\n assert(!this._viewClipEnabled);\n this._viewClipEnabled = true;\n\n // Target.readPixels() pushes another BranchState before pushing view clip...\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\n }\n\n public popViewClip(): void {\n assert(this._viewClipEnabled);\n this._viewClipEnabled = false;\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\n }\n\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\n this._stack.changeRenderPlan(vf, is3d, hline);\n }\n\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\n this.clipStack.setViewClip(clip, style);\n }\n\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\n this._stack.setSymbologyOverrides(ovr);\n }\n\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._mv32);\n }\n\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._mvp32);\n }\n\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._m32);\n }\n\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix3(this._v32);\n }\n\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\n if (!sync(uniforms, this))\n desync(this);\n\n const instancedGeom = geometry.asInstanced;\n if (undefined !== instancedGeom || this._isInstanced) {\n this._isInstanced = undefined !== instancedGeom;\n desync(this);\n }\n\n const vio = geometry.viewIndependentOrigin;\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\n this._viewIndependentOrigin = vio;\n desync(this);\n }\n\n if (sync(this, uniform))\n return false;\n\n let mv;\n const modelMatrix = this._target.currentTransform;\n if (isViewCoords) {\n // Zero out Z for silly clipping tools...\n mv = modelMatrix.clone(this._scratchTransform);\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\n if (instancedGeom)\n mv = instancedGeom.getRtcModelTransform(mv);\n\n // Scale based on device-pixel ratio.\n const scale = this._target.devicePixelRatio;\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\n viewMatrix.multiplyTransformTransform(mv, mv);\n } else {\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\n\n if (undefined !== instancedGeom) {\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\n // Shader will compute final model-view matrix based on this and the per-instance transform.\n if (vio) {\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\n } else {\n mv = viewMatrix.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchTransform);\n }\n } else {\n if (undefined !== vio) {\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\n } else {\n mv = viewMatrix.multiplyTransformTransform(modelMatrix, this._scratchTransform);\n }\n }\n }\n\n if (this._target.wantThematicDisplay) {\n this._m32.initFromTransform(modelMatrix);\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\n } else if (undefined !== geometry.asSurface?.mesh.constantLodVParams) {\n this._m32.initFromTransform(modelMatrix);\n }\n\n Matrix4d.createTransform(mv, this._mv);\n this._mv32.initFromTransform(mv);\n\n // Don't bother computing mvp for instanced geometry - it's not used.\n if (!this._isInstanced) {\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\n this._mvp32.initFromMatrix4d(this._mvp);\n }\n\n return true;\n }\n}\n"]}
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert } from \"@itwin/core-bentley\";\nimport { ClipVector, Matrix3d, Matrix4d, Point3d, Transform, XYZ } from \"@itwin/core-geometry\";\nimport { ClipStyle, HiddenLine, ViewFlags } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { BranchState } from \"./BranchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { BatchState } from \"./BatchState\";\nimport { CachedGeometry } from \"./CachedGeometry\";\nimport { Branch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { Matrix3, Matrix4 } from \"./Matrix\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { desync, sync, SyncToken } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { ClipStack } from \"./ClipStack\";\nimport { IModelApp } from \"../../IModelApp\";\n\nfunction equalXYZs(a: XYZ | undefined, b: XYZ | undefined): boolean {\n if (a === b)\n return true;\n\n if ((undefined === a) !== (undefined === b))\n return false;\n\n if (undefined !== a && undefined !== b)\n return a.isExactEqual(b);\n\n assert(undefined === a && undefined === b);\n return true;\n}\n\n/** Maintains uniform variable state associated with the Branch currently being drawn by a Target.\n * @internal\n */\nexport class BranchUniforms {\n public readonly clipStack: ClipStack;\n private _viewClipEnabled = false;\n\n // The model-view and model-view-projection matrices depend on the frustum.\n public syncToken?: SyncToken;\n public syncKey = 0;\n private readonly _stack = new BranchStack();\n private readonly _target: Target;\n\n // Parameters that affect synchronization.\n private _isInstanced = false;\n private _viewIndependentOrigin?: Point3d;\n\n // CPU state\n private readonly _mv = Matrix4d.createIdentity();\n private readonly _mvp = Matrix4d.createIdentity();\n\n // GPU state\n private readonly _mv32 = new Matrix4();\n private readonly _mvp32 = new Matrix4();\n private readonly _m32 = new Matrix4();\n private readonly _v32 = new Matrix3();\n\n // Working state\n private readonly _scratchTransform = Transform.createIdentity();\n private readonly _scratchTransform2 = Transform.createIdentity();\n private readonly _scratchViewToWorld = Matrix3d.createIdentity();\n private readonly _scratchVIModelMatrix = Transform.createIdentity();\n private readonly _zeroPoint = new Point3d(0, 0, 0);\n\n public get stack(): BranchStack { return this._stack; }\n\n public constructor(target: Target) {\n this._target = target;\n this.clipStack = new ClipStack(\n () => target.uniforms.frustum.viewMatrix,\n () => this._viewClipEnabled && this.top.viewFlags.clipVolume,\n );\n }\n\n public createBatchState(): BatchState {\n return new BatchState(this._stack);\n }\n\n public createRenderCommands(batchState: BatchState): RenderCommands {\n return new RenderCommands(this._target, this._stack, batchState);\n }\n\n public get modelViewMatrix(): Matrix4d {\n return this._mv;\n }\n\n public get top(): BranchState {\n return this._stack.top;\n }\n\n public get length(): number {\n return this._stack.length;\n }\n\n public pushBranch(branch: Branch): void {\n desync(this);\n this._stack.pushBranch(branch);\n\n this.setClipStyle(this.top.disableClipStyle);\n\n if (this.top.clipVolume)\n this.clipStack.push(this.top.clipVolume);\n\n if (branch.branch.realityModelDisplaySettings)\n this._target.uniforms.realityModel.update(branch.branch.realityModelDisplaySettings);\n }\n\n public pushState(state: BranchState): void {\n desync(this);\n this._stack.pushState(state);\n if (this.top.clipVolume)\n this.clipStack.push(this.top.clipVolume);\n\n if (state.realityModelDisplaySettings)\n this._target.uniforms.realityModel.update(state.realityModelDisplaySettings);\n }\n\n public pop(): void {\n desync(this);\n if (this.top.clipVolume)\n this.clipStack.pop();\n\n this._stack.pop();\n this.setClipStyle(this.top.disableClipStyle);\n }\n\n public pushViewClip(): void {\n assert(!this._viewClipEnabled);\n this._viewClipEnabled = true;\n\n // Target.readPixels() pushes another BranchState before pushing view clip...\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\n }\n\n public popViewClip(): void {\n assert(this._viewClipEnabled);\n this._viewClipEnabled = false;\n assert((this._target.isReadPixelsInProgress ? 2 : 1) === this._stack.length);\n }\n\n public changeRenderPlan(vf: ViewFlags, is3d: boolean, hline: HiddenLine.Settings | undefined): void {\n this._stack.changeRenderPlan(vf, is3d, hline);\n }\n\n public updateViewClip(clip: ClipVector | undefined, style: ClipStyle): void {\n this.clipStack.setViewClip(clip, style);\n }\n\n public overrideFeatureSymbology(ovr: FeatureSymbology.Overrides): void {\n this._stack.setSymbologyOverrides(ovr);\n }\n\n public bindModelViewMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._mv32);\n }\n\n public bindModelViewProjectionMatrix(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean): void {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._mvp32);\n }\n\n public bindModelToWorldTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix4(this._m32);\n }\n\n public bindWorldToViewNTransform(uniform: UniformHandle, geom: CachedGeometry, isViewCoords: boolean) {\n if (this.update(uniform, geom, isViewCoords))\n uniform.setMatrix3(this._v32);\n }\n\n private update(uniform: UniformHandle, geometry: CachedGeometry, isViewCoords: boolean): boolean {\n const uniforms = this._target.uniforms[isViewCoords ? \"viewRect\" : \"frustum\"];\n if (!sync(uniforms, this))\n desync(this);\n\n const instancedGeom = geometry.asInstanced;\n if (undefined !== instancedGeom || this._isInstanced) {\n this._isInstanced = undefined !== instancedGeom;\n desync(this);\n }\n\n const vio = geometry.viewIndependentOrigin;\n if (!equalXYZs(vio, this._viewIndependentOrigin)) {\n this._viewIndependentOrigin = vio;\n desync(this);\n }\n\n if (sync(this, uniform))\n return false;\n\n let mv;\n const modelMatrix = this._target.currentTransform;\n if (isViewCoords) {\n // Zero out Z for silly clipping tools...\n mv = modelMatrix.clone(this._scratchTransform);\n mv.matrix.coffs[2] = mv.matrix.coffs[5] = mv.matrix.coffs[8] = 0.0;\n if (instancedGeom)\n mv = instancedGeom.getRtcModelTransform(mv);\n\n // Scale based on device-pixel ratio.\n const scale = this._target.devicePixelRatio;\n const viewMatrix = Transform.createScaleAboutPoint(this._zeroPoint, scale, this._scratchTransform2);\n viewMatrix.multiplyTransformTransform(mv, mv);\n } else {\n const viewMatrix = this._target.uniforms.frustum.viewMatrix;\n\n if (undefined !== instancedGeom) {\n // For instanced geometry, the \"model view\" matrix is really a transform from center of instanced geometry range to view.\n // Shader will compute final model-view matrix based on this and the per-instance transform.\n if (vio) {\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchVIModelMatrix);\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\n } else {\n mv = viewMatrix.multiplyTransformTransform(instancedGeom.getRtcModelTransform(modelMatrix), this._scratchTransform);\n }\n } else {\n if (undefined !== vio) {\n const viewToWorldRot = viewMatrix.matrix.inverse(this._scratchViewToWorld)!;\n const rotateAboutOrigin = Transform.createFixedPointAndMatrix(vio, viewToWorldRot, this._scratchTransform2);\n const viModelMatrix = rotateAboutOrigin.multiplyTransformTransform(modelMatrix, this._scratchVIModelMatrix);\n mv = viewMatrix.multiplyTransformTransform(viModelMatrix, this._scratchTransform);\n } else {\n mv = viewMatrix.multiplyTransformTransform(modelMatrix, this._scratchTransform);\n }\n }\n }\n\n if (this._target.wantThematicDisplay) {\n this._m32.initFromTransform(modelMatrix);\n this._v32.initFromMatrix3d(this._target.uniforms.frustum.viewMatrix.matrix);\n } else if (undefined !== geometry.asSurface?.mesh.constantLodVParams) {\n this._m32.initFromTransform(modelMatrix);\n }\n\n Matrix4d.createTransform(mv, this._mv);\n this._mv32.initFromTransform(mv);\n\n // Don't bother computing mvp for instanced geometry - it's not used.\n if (!this._isInstanced) {\n uniforms.projectionMatrix.multiplyMatrixMatrix(this._mv, this._mvp);\n this._mvp32.initFromMatrix4d(this._mvp);\n }\n\n return true;\n }\n\n // set the clip style based on disableClipStyle\n private setClipStyle(disableClipStyle: true | undefined) {\n const vp = IModelApp.viewManager.selectedView;\n if (vp) {\n const style = vp.view.displayStyle.settings.clipStyle;\n this.clipStack.insideColor.alpha = disableClipStyle ? 0 : (style.insideColor ? 1 : 0);\n this.clipStack.outsideColor.alpha = disableClipStyle ? 0 : (style.outsideColor ? 1 : 0);\n this.clipStack.intersectionStyle.alpha = disableClipStyle ? 0 : (style.intersectionStyle ? style.intersectionStyle.width : 0);\n }\n }\n}\n"]}
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@@ -125,6 +125,7 @@ export declare class Branch extends Graphic {
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readonly appearanceProvider?: FeatureAppearanceProvider;
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readonly secondaryClassifiers?: PlanarClassifier[];
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readonly viewAttachmentId?: Id64String;
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disableClipStyle?: true;
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constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions);
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get isDisposed(): boolean;
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dispose(): void;
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@@ -1 +1 @@
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-
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1
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+
{"version":3,"file":"Graphic.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Graphic.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAmB,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAClE,OAAO,EAAE,mBAAmB,EAAE,yBAAyB,EAAE,kBAAkB,EAAuB,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACxI,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,MAAM,kBAAkB,CAAC;AAC7F,OAAO,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAC9D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,YAAY,EAAE,MAAM,kCAAkC,CAAC;AAEhE,gBAAgB;AAChB,8BAAsB,OAAQ,SAAQ,aAAc,YAAW,eAAe;aAC5D,WAAW,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAC5D,aAAoB,UAAU,IAAI,OAAO,CAAC;IAC1C,aAAoB,UAAU,IAAI,OAAO,CAAC;IACnC,iBAAiB,CAAC,SAAS,EAAE,cAAc,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IACrE,WAAW,IAAI,SAAS,GAAG,SAAS;CAC5C;AAED,qBAAa,YAAa,SAAQ,OAAO;IACvC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAU;gBAEhB,OAAO,EAAE,OAAO;IAKnC,IAAW,OAAO,IAAI,aAAa,CAA0B;IAE7D,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IACtD,OAAO,IAAI,IAAI;IACf,cAAc,IAAI,IAAI;IAGtB,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAGlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IACe,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAGnE,WAAW,IAAI,SAAS,GAAG,SAAS;CAGrD;AAED;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,OAAO,EAAE,MAAM,CAAC;IAChB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1B,gBAAgB,CAAC,EAAE,UAAU,CAAC;CAC/B;AAED,6CAA6C;AAC7C,qBAAa,kBAAkB;IAC7B,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,iBAAiB,6DAAoE;IACxG,SAAS,CAAC,gBAAgB,CAAC,EAAE,eAAe,CAAC;gBAE1B,MAAM,EAAE,MAAM;IAI1B,OAAO,IAAI,IAAI;IAQf,kBAAkB,CAAC,KAAK,EAAE,KAAK,GAAG,eAAe;IAWjD,mBAAmB,CAAC,KAAK,EAAE,KAAK,GAAG,gBAAgB;IAanD,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAQ9D,kCAAkC;IAClC,IAAW,gBAAgB,+DAAqC;IAEhE,OAAO,CAAC,gBAAgB;CAOzB;AAED,6CAA6C;AAC7C,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAQ;IAC/B,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA4B;gBAE/B,KAAK,EAAE,KAAK;IAIxB,OAAO,IAAI,IAAI;IAStB,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,kCAAkC;IAClC,IAAW,IAAI,IAAI,kBAAkB,EAAE,CAAuB;IAEvD,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAUtC,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAKvD,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAInD,mBAAmB,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAI5D,OAAO,CAAC,YAAY;CASrB;AAED,gBAAgB;AAChB,qBAAa,KAAM,SAAQ,OAAO;IAChC,SAAgB,OAAO,EAAE,aAAa,CAAC;IACvC,SAAgB,YAAY,EAAE,kBAAkB,CAAC;IACjD,SAAgB,KAAK,EAAE,mBAAmB,CAAC;IAC3C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAgC;IACzD,iCAAiC;IACjC,SAAgB,aAAa,gBAA2B;IACxD,SAAgB,OAAO,EAAE,YAAY,CAAC;IAGtC,IAAW,MAAM,IAAI,MAAM,GAAG,SAAS,CAEtC;IAED,IAAW,UAAU,IAAI,OAAO,CAE/B;IAED,sEAAsE;IACtE,IAAW,OAAO,WAAoC;IACtD,IAAW,WAAW,iCAAmC;IACzD,IAAW,gBAAgB,uBAA6C;IAEjE,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW;IAM/C,YAAY;gBAMA,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,kBAAkB,EAAE,KAAK,EAAE,mBAAmB,EAAE,OAAO,CAAC,EAAE,YAAY;IAQ3H,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAE/B;IAGM,OAAO;IAOP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAM9C,UAAU,CAAC,KAAK,EAAE,OAAO;IAIlC,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAIlD,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,eAAe;IAQnD,YAAY,CAAC,MAAM,EAAE,MAAM,GAAG,gBAAgB;IAI9C,gBAAgB,CAAC,MAAM,EAAE,MAAM;CAGvC;AAED,gBAAgB;AAChB,qBAAa,MAAO,SAAQ,OAAO;IACjC,SAAgB,MAAM,EAAE,aAAa,CAAC;IAC/B,qBAAqB,EAAE,SAAS,CAAC;IACxC,SAAgB,KAAK,CAAC,EAAE,UAAU,CAAC;IACnC,SAAgB,gBAAgB,CAAC,EAAE,gBAAgB,CAAC;IACpD,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,gBAAgB,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;IACjE,SAAgB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5C,SAAgB,MAAM,CAAC,EAAE,gBAAgB,CAAC;IAC1C,SAAgB,OAAO,CAAC,EAAE,oBAAoB,CAAC;IAC/C,SAAgB,kBAAkB,CAAC,EAAE,yBAAyB,CAAC;IAC/D,SAAgB,oBAAoB,CAAC,EAAE,gBAAgB,EAAE,CAAC;IAC1D,SAAgB,gBAAgB,CAAC,EAAE,UAAU,CAAC;IACvC,gBAAgB,CAAC,EAAE,IAAI,CAAC;gBAEZ,MAAM,EAAE,aAAa,EAAE,YAAY,EAAE,SAAS,EAAE,SAAS,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,oBAAoB;IAmCrH,IAAW,UAAU,IAAI,OAAO,CAE/B;IAEM,OAAO;IAId,IAAoB,UAAU,IAAI,OAAO,CAExC;IAEM,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9C,UAAU,CAAC,KAAK,EAAE,OAAO;IASzC,OAAO,CAAC,iBAAiB;IASlB,WAAW,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI;IAKlC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;CAIpF;AAED,gBAAgB;AAChB,qBAAa,wBAAyB,SAAQ,OAAO;IACnD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,SAAgB,OAAO,EAAE,OAAO,CAAC;gBAEd,OAAO,EAAE,aAAa,EAAE,MAAM,EAAE,MAAM;IAOzC,OAAO;IAIvB,IAAoB,UAAU,YAE7B;IAED,IAAoB,UAAU,YAE7B;IAEe,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU;IAIhD,UAAU,CAAC,KAAK,EAAE,OAAO;IAIzB,WAAW,CAAC,QAAQ,EAAE,cAAc;IAMpC,iBAAiB,CAAC,QAAQ,EAAE,cAAc,EAAE,IAAI,E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|
|
@@ -237,6 +237,7 @@ class Branch extends Graphic {
|
|
|
237
237
|
this.iModel = opts.iModel;
|
|
238
238
|
this.frustum = opts.frustum;
|
|
239
239
|
this.viewAttachmentId = opts.viewAttachmentId;
|
|
240
|
+
this.disableClipStyle = opts.disableClipStyle;
|
|
240
241
|
if (opts.hline)
|
|
241
242
|
this.edgeSettings = EdgeSettings_1.EdgeSettings.create(opts.hline);
|
|
242
243
|
if (opts.classifierOrDrape instanceof PlanarClassifier_1.PlanarClassifier)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n viewAttachmentId?: Id64String;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.viewAttachmentId = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, Id64String } from \"@itwin/core-bentley\";\nimport { ElementAlignedBox3d, FeatureAppearanceProvider, RenderFeatureTable, ThematicDisplayMode, ViewFlags } from \"@itwin/core-common\";\nimport { Range3d, Transform } from \"@itwin/core-geometry\";\nimport { IModelConnection } from \"../../IModelConnection\";\nimport { FeatureSymbology } from \"../FeatureSymbology\";\nimport { GraphicBranch, GraphicBranchFrustum, GraphicBranchOptions } from \"../GraphicBranch\";\nimport { GraphicList, RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { ClipVolume } from \"./ClipVolume\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { EdgeSettings } from \"./EdgeSettings\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { Target } from \"./Target\";\nimport { TextureDrape } from \"./TextureDrape\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { BranchState } from \"./BranchState\";\nimport { BatchOptions } from \"../../common/render/BatchOptions\";\n\n/** @internal */\nexport abstract class Graphic extends RenderGraphic implements WebGLDisposable {\n public abstract addCommands(_commands: RenderCommands): void;\n public abstract get isDisposed(): boolean;\n public abstract get isPickable(): boolean;\n public addHiliteCommands(_commands: RenderCommands, _pass: RenderPass): void { assert(false); }\n public toPrimitive(): Primitive | undefined { return undefined; }\n}\n\nexport class GraphicOwner extends Graphic {\n private readonly _graphic: Graphic;\n\n public constructor(graphic: Graphic) {\n super();\n this._graphic = graphic;\n }\n\n public get graphic(): RenderGraphic { return this._graphic; }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n public dispose(): void { this._isDisposed = true; }\n public disposeGraphic(): void {\n this.graphic.dispose();\n }\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public addCommands(commands: RenderCommands): void {\n this._graphic.addCommands(commands);\n }\n public override get isPickable(): boolean {\n return this._graphic.isPickable;\n }\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n this._graphic.addHiliteCommands(commands, pass);\n }\n public override toPrimitive(): Primitive | undefined {\n return this._graphic.toPrimitive();\n }\n}\n\n/** Transiently assigned to a Batch while rendering a frame, reset afterward. Used to provide context for pick IDs.\n * @internal\n */\nexport interface BatchContext {\n batchId: number;\n iModel?: IModelConnection;\n viewAttachmentId?: Id64String;\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetBatchData {\n public readonly target: Target;\n protected readonly _featureOverrides = new Map<FeatureSymbology.Source | undefined, FeatureOverrides>();\n protected _thematicSensors?: ThematicSensors;\n\n public constructor(target: Target) {\n this.target = target;\n }\n\n public dispose(): void {\n this._thematicSensors = dispose(this._thematicSensors);\n for (const value of this._featureOverrides.values())\n dispose(value);\n\n this._featureOverrides.clear();\n }\n\n public getThematicSensors(batch: Batch): ThematicSensors {\n if (this._thematicSensors && !this._thematicSensors.matchesTarget(this.target))\n this._thematicSensors = dispose(this._thematicSensors);\n\n if (!this._thematicSensors)\n this._thematicSensors = ThematicSensors.create(this.target, batch.range);\n\n this._thematicSensors.update(this.target.uniforms.frustum.viewMatrix);\n return this._thematicSensors;\n }\n\n public getFeatureOverrides(batch: Batch): FeatureOverrides {\n const source = this.target.currentFeatureSymbologyOverrides?.source;\n let ovrs = this._featureOverrides.get(source);\n if (!ovrs) {\n const cleanup = source ? source.onSourceDisposed.addOnce(() => this.onSourceDisposed(source)) : undefined;\n this._featureOverrides.set(source, ovrs = FeatureOverrides.createFromTarget(this.target, batch.options, cleanup));\n ovrs.initFromMap(batch.featureTable);\n }\n\n ovrs.update(batch.featureTable);\n return ovrs;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (this._thematicSensors)\n stats.addThematicTexture(this._thematicSensors.bytesUsed);\n\n for (const ovrs of this._featureOverrides.values())\n stats.addFeatureOverrides(ovrs.byteLength);\n }\n\n /** Exposed strictly for tests. */\n public get featureOverrides() { return this._featureOverrides; }\n\n private onSourceDisposed(source: FeatureSymbology.Source): void {\n const ovrs = this._featureOverrides.get(source);\n if (ovrs) {\n this._featureOverrides.delete(source);\n ovrs.dispose();\n }\n }\n}\n\n/** @internal exported strictly for tests. */\nexport class PerTargetData {\n private readonly _batch: Batch;\n private readonly _data: PerTargetBatchData[] = [];\n\n public constructor(batch: Batch) {\n this._batch = batch;\n }\n\n public dispose(): void {\n for (const data of this._data) {\n data.target.onBatchDisposed(this._batch);\n data.dispose();\n }\n\n this._data.length = 0;\n }\n\n public get isDisposed(): boolean {\n return this._data.length === 0;\n }\n\n /** Exposed strictly for tests. */\n public get data(): PerTargetBatchData[] { return this._data; }\n\n public onTargetDisposed(target: Target): void {\n const index = this._data.findIndex((x) => x.target === target);\n if (-1 === index)\n return;\n\n const data = this._data[index];\n data.dispose();\n this._data.splice(index, 1);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const data of this._data)\n data.collectStatistics(stats);\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n return this.getBatchData(target).getThematicSensors(this._batch);\n }\n\n public getFeatureOverrides(target: Target): FeatureOverrides {\n return this.getBatchData(target).getFeatureOverrides(this._batch);\n }\n\n private getBatchData(target: Target): PerTargetBatchData {\n let data = this._data.find((x) => x.target === target);\n if (!data) {\n this._data.push(data = new PerTargetBatchData(target));\n target.addBatch(this._batch);\n }\n\n return data;\n }\n}\n\n/** @internal */\nexport class Batch extends Graphic {\n public readonly graphic: RenderGraphic;\n public readonly featureTable: RenderFeatureTable;\n public readonly range: ElementAlignedBox3d;\n private readonly _context: BatchContext = { batchId: 0 };\n /** Public strictly for tests. */\n public readonly perTargetData = new PerTargetData(this);\n public readonly options: BatchOptions;\n\n // Chiefly for debugging.\n public get tileId(): string | undefined {\n return this.options.tileId;\n }\n\n public get locateOnly(): boolean {\n return true === this.options.locateOnly;\n }\n\n /** The following are valid only during a draw and reset afterward. */\n public get batchId() { return this._context.batchId; }\n public get batchIModel() { return this._context.iModel; }\n public get viewAttachmentId() { return this._context.viewAttachmentId; }\n\n public setContext(batchId: number, branch: BranchState) {\n this._context.batchId = batchId;\n this._context.iModel = branch.iModel;\n this._context.viewAttachmentId = branch.viewAttachmentId;\n }\n\n public resetContext() {\n this._context.batchId = 0;\n this._context.iModel = undefined;\n this._context.viewAttachmentId = undefined;\n }\n\n public constructor(graphic: RenderGraphic, features: RenderFeatureTable, range: ElementAlignedBox3d, options?: BatchOptions) {\n super();\n this.graphic = graphic;\n this.featureTable = features;\n this.range = range;\n this.options = options ?? {};\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean {\n return this._isDisposed && this.perTargetData.isDisposed;\n }\n\n // Note: This does not remove FeatureOverrides from the array, but rather disposes of the WebGL resources they contain\n public dispose() {\n dispose(this.graphic);\n\n this.perTargetData.dispose();\n this._isDisposed = true;\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.graphic.collectStatistics(stats);\n stats.addFeatureTable(this.featureTable.byteLength);\n this.perTargetData.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n range.extendRange(this.range);\n }\n\n public addCommands(commands: RenderCommands): void {\n commands.addBatch(this);\n }\n\n public override get isPickable(): boolean {\n return true;\n }\n\n public getThematicSensors(target: Target): ThematicSensors {\n assert(target.plan.thematic !== undefined, \"thematic display settings must exist\");\n assert(target.plan.thematic.displayMode === ThematicDisplayMode.InverseDistanceWeightedSensors, \"thematic display mode must be sensor-based\");\n assert(target.plan.thematic.sensorSettings.sensors.length > 0, \"must have at least one sensor to process\");\n\n return this.perTargetData.getThematicSensors(target);\n }\n\n public getOverrides(target: Target): FeatureOverrides {\n return this.perTargetData.getFeatureOverrides(target);\n }\n\n public onTargetDisposed(target: Target) {\n this.perTargetData.onTargetDisposed(target);\n }\n}\n\n/** @internal */\nexport class Branch extends Graphic {\n public readonly branch: GraphicBranch;\n public localToWorldTransform: Transform;\n public readonly clips?: ClipVolume;\n public readonly planarClassifier?: PlanarClassifier;\n public readonly textureDrape?: TextureDrape;\n public readonly layerClassifiers?: Map<number, PlanarClassifier>;\n public readonly edgeSettings?: EdgeSettings;\n public readonly iModel?: IModelConnection; // used chiefly for readPixels to identify context of picked Ids.\n public readonly frustum?: GraphicBranchFrustum;\n public readonly appearanceProvider?: FeatureAppearanceProvider;\n public readonly secondaryClassifiers?: PlanarClassifier[];\n public readonly viewAttachmentId?: Id64String;\n public disableClipStyle?: true;\n\n public constructor(branch: GraphicBranch, localToWorld: Transform, viewFlags?: ViewFlags, opts?: GraphicBranchOptions) {\n super();\n this.branch = branch;\n this.localToWorldTransform = localToWorld;\n\n if (undefined !== viewFlags)\n branch.setViewFlags(viewFlags);\n\n if (!opts)\n return;\n\n this.appearanceProvider = opts.appearanceProvider;\n this.clips = opts.clipVolume as ClipVolume | undefined;\n this.iModel = opts.iModel;\n this.frustum = opts.frustum;\n this.viewAttachmentId = opts.viewAttachmentId;\n this.disableClipStyle = opts.disableClipStyle;\n\n if (opts.hline)\n this.edgeSettings = EdgeSettings.create(opts.hline);\n\n if (opts.classifierOrDrape instanceof PlanarClassifier)\n this.planarClassifier = opts.classifierOrDrape;\n else if (opts.classifierOrDrape instanceof TextureDrape)\n this.textureDrape = opts.classifierOrDrape;\n\n if (opts.secondaryClassifiers) {\n this.secondaryClassifiers = new Array<PlanarClassifier>();\n opts.secondaryClassifiers.forEach((classifier) => {\n if (classifier instanceof PlanarClassifier)\n this.secondaryClassifiers?.push(classifier);\n });\n }\n }\n\n public get isDisposed(): boolean {\n return 0 === this.branch.entries.length;\n }\n\n public dispose() {\n this.branch.dispose();\n }\n\n public override get isPickable(): boolean {\n return this.branch.entries.some((gf) => (gf as Graphic).isPickable);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this.branch.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n const thisRange = new Range3d();\n for (const graphic of this.branch.entries)\n graphic.unionRange(thisRange);\n\n this.localToWorldTransform.multiplyRange(thisRange, thisRange);\n range.extendRange(thisRange);\n }\n\n private shouldAddCommands(commands: RenderCommands): boolean {\n const group = commands.target.currentBranch.groupNodeId;\n if (undefined !== group && undefined !== this.branch.groupNodeId && this.branch.groupNodeId !== group)\n return false;\n\n const nodeId = commands.target.getAnimationTransformNodeId(this.branch.animationNodeId);\n return undefined === nodeId || nodeId === commands.target.currentAnimationTransformNodeId;\n }\n\n public addCommands(commands: RenderCommands): void {\n if (this.shouldAddCommands(commands))\n commands.addBranch(this);\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n if (this.shouldAddCommands(commands))\n commands.addHiliteBranch(this, pass);\n }\n}\n\n/** @internal */\nexport class AnimationTransformBranch extends Graphic {\n public readonly nodeId: number;\n public readonly graphic: Graphic;\n\n public constructor(graphic: RenderGraphic, nodeId: number) {\n super();\n assert(graphic instanceof Graphic);\n this.graphic = graphic;\n this.nodeId = nodeId;\n }\n\n public override dispose() {\n this.graphic.dispose();\n }\n\n public override get isDisposed() {\n return this.graphic.isDisposed;\n }\n\n public override get isPickable() {\n return this.graphic.isPickable;\n }\n\n public override collectStatistics(stats: RenderMemory.Statistics) {\n this.graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n this.graphic.unionRange(range);\n }\n\n public override addCommands(commands: RenderCommands) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addCommands(commands);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass) {\n commands.target.currentAnimationTransformNodeId = this.nodeId;\n this.graphic.addHiliteCommands(commands, pass);\n commands.target.currentAnimationTransformNodeId = undefined;\n }\n}\n\n/** @internal */\nexport class WorldDecorations extends Branch {\n public constructor(viewFlags: ViewFlags) {\n super(new GraphicBranch(), Transform.identity, viewFlags);\n\n // World decorations ignore all the symbology overrides for the \"scene\" geometry...\n this.branch.symbologyOverrides = new FeatureSymbology.Overrides();\n // Make all subcategories visible.\n this.branch.symbologyOverrides.ignoreSubCategory = true;\n }\n\n public init(decs: GraphicList): void {\n this.branch.clear();\n for (const dec of decs) {\n this.branch.add(dec);\n }\n }\n}\n/** @internal */\nexport class GraphicsArray extends Graphic {\n // Note: We assume the graphics array we get contains undisposed graphics to start\n constructor(public graphics: RenderGraphic[]) { super(); }\n\n public get isDisposed(): boolean { return 0 === this.graphics.length; }\n\n public override get isPickable(): boolean {\n return this.graphics.some((x) => (x as Graphic).isPickable);\n }\n\n public dispose() {\n for (const graphic of this.graphics)\n dispose(graphic);\n this.graphics.length = 0;\n }\n\n public addCommands(commands: RenderCommands): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addCommands(commands);\n }\n }\n\n public override addHiliteCommands(commands: RenderCommands, pass: RenderPass): void {\n for (const graphic of this.graphics) {\n (graphic as Graphic).addHiliteCommands(commands, pass);\n }\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n for (const graphic of this.graphics)\n graphic.collectStatistics(stats);\n }\n\n public override unionRange(range: Range3d) {\n for (const graphic of this.graphics)\n graphic.unionRange(range);\n }\n}\n"]}
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@@ -320,7 +320,7 @@ class RealityMeshGeometry extends CachedGeometry_1.IndexedGeometry {
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320
320
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const primitive = Primitive_1.Primitive.create(mesh);
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321
321
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branch.add(system.createBatch(primitive, featureTable, mesh.getRange(), { tileId }));
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322
322
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}
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323
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-
return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : core_geometry_1.Transform.createIdentity());
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323
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+
return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : core_geometry_1.Transform.createIdentity(), { disableClipStyle: params.disableClipStyle });
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324
324
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}
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325
325
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collectStatistics(stats) {
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326
326
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this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);
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@@ -1 +1 @@
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1
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-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity());\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, IDisposable, UintArray } from \"@itwin/core-bentley\";\nimport { ColorDef, Quantization, RenderTexture } from \"@itwin/core-common\";\nimport { Matrix4d, Range2d, Range3d, Transform, Vector2d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../RealityMeshParams\";\nimport { RenderGraphic } from \"../RenderGraphic\";\nimport { RenderMemory } from \"../RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, TerrainTexture } from \"../RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Matrix4 } from \"./Matrix\";\nimport { PlanarClassifier } from \"./PlanarClassifier\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\n\nconst scratchOverlapRange = Range2d.createNull();\nconst scratchBytes = new Uint8Array(4);\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\nconst scratchRange2d = Range2d.createNull();\nclass ProjectedTexture {\n public classifier: PlanarClassifier;\n constructor(classifier: RenderPlanarClassifier, public meshParams: RealityMeshGraphicParams, public targetRectangle: Range2d) {\n this.classifier = classifier as PlanarClassifier;\n }\n public clone(targetRectangle: Range2d) {\n return new ProjectedTexture(this.classifier, this.meshParams, targetRectangle.clone());\n }\n}\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\n\nclass RealityTextureParam implements IDisposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public dispose(): void {\n this.texture = dispose(this.texture);\n }\n\n /* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\n method is to be used. A value of zero indicates a standard texture and one represents a classified texture.\n\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\n\n A \"classified\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\n followed by the model to texture projection.\n*/\n public getProjectionMatrix(): Matrix4d | undefined {\n return this._projectedTextureOrMatrix instanceof ProjectedTexture ? this._projectedTextureOrMatrix.classifier.projectionMatrix : undefined;\n }\n public getTerrainMatrix(): Matrix4 | undefined {\n return this._projectedTextureOrMatrix instanceof Matrix4 ? this._projectedTextureOrMatrix : undefined;\n }\n\n public getParams(result: Matrix4): Matrix4 {\n /** Entry 0 is 0 for */\n if (this._projectedTextureOrMatrix instanceof ProjectedTexture) {\n const projectedTexture = this._projectedTextureOrMatrix;\n\n result.data[0] = 1;\n result.data[1] = projectedTexture.classifier.textureImageCount;\n result.data[2] = projectedTexture.classifier.sourceTransparency === undefined ? 1.0 : (1.0 - projectedTexture.classifier.sourceTransparency);\n scratchBatchBaseId[0] = projectedTexture.classifier.baseBatchId;\n result.data[4] = scratchBytes[0];\n result.data[5] = scratchBytes[1];\n result.data[6] = scratchBytes[2];\n result.data[7] = scratchBytes[3];\n\n const points = [];\n const meshParams = projectedTexture.meshParams;\n // Calculate range in the tiles local coordinates.\n const low = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.low, scratchRange2d.low)!;\n const high = meshParams.tileRectangle.worldToLocal(projectedTexture.targetRectangle.high, scratchRange2d.high)!;\n points.push(meshParams.projection.getGlobalPoint(low.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, low.y, 0));\n points.push(meshParams.projection.getGlobalPoint(high.x, high.y, 0));\n points.push(meshParams.projection.getGlobalPoint(low.x, high.y, 0));\n for (let i = 0, j = 8; i < 4; i++) {\n const projectedPoint = projectedTexture.classifier.projectionMatrix.multiplyPoint3dQuietNormalize(points[i]);\n result.data[j++] = projectedPoint.x;\n result.data[j++] = projectedPoint.y;\n }\n const x0 = result.data[10] - result.data[8], y0 = result.data[11] - result.data[9];\n const x1 = result.data[12] - result.data[8], y1 = result.data[13] - result.data[9];\n if (x0 * y1 - x1 * y0 < 0) {\n const swap = ((i: number, j: number) => {\n const temp = result.data[i];\n result.data[i] = result.data[j];\n result.data[j] = temp;\n });\n for (let i = 8, j = 14; i <= 10; i += 2, j -= 2) {\n swap(i, j);\n swap(i + 1, j + 1);\n }\n }\n } else {\n result.data[0] = 0;\n }\n return result;\n }\n}\n\n/** @internal */\nexport class RealityTextureParams implements IDisposable {\n constructor(public params: RealityTextureParam[]) { }\n public static create(textures: TerrainOrProjectedTexture[]) {\n const maxTexturesPerMesh = System.instance.maxRealityImageryLayers;\n assert(textures.length <= maxTexturesPerMesh);\n\n const textureParams = new Array<RealityTextureParam>();\n for (const texture of textures) {\n if (texture instanceof TerrainTexture) {\n const terrainTexture = texture;\n const matrix = new Matrix4(); // Published as Mat4.\n assert(terrainTexture.texture !== undefined, \"Texture not defined in TerrainTextureParams constructor\");\n matrix.data[0] = terrainTexture.translate.x;\n matrix.data[1] = terrainTexture.translate.y;\n matrix.data[2] = terrainTexture.scale.x;\n matrix.data[3] = terrainTexture.scale.y;\n\n if (terrainTexture.clipRectangle) {\n matrix.data[4] = terrainTexture.clipRectangle.low.x;\n matrix.data[5] = terrainTexture.clipRectangle.low.y;\n matrix.data[6] = terrainTexture.clipRectangle.high.x;\n matrix.data[7] = terrainTexture.clipRectangle.high.y;\n } else {\n matrix.data[4] = matrix.data[5] = 0;\n matrix.data[6] = matrix.data[7] = 1;\n }\n matrix.data[8] = (1.0 - terrainTexture.transparency);\n matrix.data[9] = terrainTexture.featureId;\n textureParams.push(new RealityTextureParam(terrainTexture.texture, matrix));\n } else {\n const classifier = texture.classifier;\n textureParams.push(new RealityTextureParam(classifier.getOrCreateClassifierTexture(), texture));\n }\n }\n\n for (let i = textures.length; i < maxTexturesPerMesh; i++) {\n const matrix = new Matrix4();\n matrix.data[0] = matrix.data[1] = 0.0;\n matrix.data[2] = matrix.data[3] = 1.0;\n matrix.data[4] = matrix.data[5] = 1;\n matrix.data[6] = matrix.data[7] = -1;\n matrix.data[15] = 0; // Denotes a terrain texture.\n textureParams.push(new RealityTextureParam(undefined, matrix));\n }\n return new RealityTextureParams(textureParams);\n }\n\n public dispose(): void {\n disposeArray(this.params);\n }\n}\n/** @internal */\n\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\n public readonly uvParams: QBufferHandle2d;\n public readonly featureID?: number;\n public readonly normals?: BufferHandle;\n public readonly numBytesPerIndex: 1 | 2 | 4;\n\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\n super(positions, indices, numIndices);\n this.numBytesPerIndex = numBytesPerIndex;\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\n this.uvParams = uvParams;\n\n if (undefined !== normals) {\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\n assert(attrParams !== undefined);\n if (normals.bytesUsed > 0)\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\n this.normals = normals;\n }\n this.featureID = featureID;\n }\n\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\n\n if (undefined === indBuf)\n return undefined;\n\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\n\n }\n\n public static fromRealityMesh(params: RealityMeshParams) {\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\n }\n\n public override get isDisposed(): boolean {\n return super.isDisposed && this.uvParams.isDisposed;\n }\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\n\n public override dispose() {\n super.dispose();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements IDisposable, RenderMemory.Consumer {\n public readonly hasTextures: boolean;\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\n public override get supportsThematicDisplay() { return true; }\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\n public get transform(): Transform | undefined { return this._transform; }\n\n private _realityMeshParams: RealityMeshGeometryParams;\n private readonly _indexType: GL.DataType;\n public textureParams: RealityTextureParams | undefined;\n private readonly _transform: Transform | undefined;\n public readonly baseColor: ColorDef | undefined;\n private _baseIsTransparent: boolean;\n private _isTerrain: boolean;\n private _disableTextureDisposal: boolean;\n\n private constructor(props: {\n realityMeshParams: RealityMeshGeometryParams;\n textureParams?: RealityTextureParams;\n transform?: Transform;\n baseColor?: ColorDef;\n baseIsTransparent: boolean;\n isTerrain: boolean;\n disableTextureDisposal: boolean;\n }) {\n super(props.realityMeshParams);\n this._realityMeshParams = props.realityMeshParams;\n this.textureParams = props.textureParams;\n this._transform = props.transform;\n this.baseColor = props.baseColor;\n this._baseIsTransparent = props.baseIsTransparent;\n this._isTerrain = props.isTerrain;\n this._disableTextureDisposal = props.disableTextureDisposal;\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\n\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\n }\n\n public override dispose() {\n super.dispose();\n dispose(this._realityMeshParams);\n if (true !== this._disableTextureDisposal)\n dispose(this.textureParams);\n }\n\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\n if (!params)\n return undefined;\n\n return new RealityMeshGeometry({\n realityMeshParams: params,\n transform,\n baseIsTransparent: false,\n isTerrain: true,\n disableTextureDisposal,\n });\n }\n\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\n if (!params)\n return undefined;\n const texture = realityMesh.texture ? new TerrainTexture(realityMesh.texture, realityMesh.featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? RealityTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n\n public getRange(): Range3d {\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\n }\n\n public static createGraphic(system: RenderSystem, params: RealityMeshGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\n const meshes = [];\n const textures = params.textures ?? [];\n const realityMesh = params.realityMesh as RealityMeshGeometry;\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\n\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\n // Collate the textures and classifiers layers into a single array.\n for (const texture of textures) {\n const layer = layers[texture.layerIndex];\n if (layer) {\n (layer as TerrainTexture[]).push(texture);\n } else {\n layers[texture.layerIndex] = [texture];\n }\n }\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\n\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n } else {\n let primaryLayer;\n while (primaryLayer === undefined)\n primaryLayer = layers.shift();\n if (!primaryLayer)\n return undefined;\n for (const primaryTexture of primaryLayer) {\n const targetRectangle = primaryTexture.targetRectangle;\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\n let layerTextures = [primaryTexture];\n for (const secondaryLayer of layers) {\n if (!secondaryLayer)\n continue;\n for (const secondaryTexture of secondaryLayer) {\n if (secondaryTexture instanceof ProjectedTexture) {\n layerTextures.push(secondaryTexture.clone(targetRectangle));\n } else {\n const secondaryRectangle = secondaryTexture.targetRectangle;\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\n\n if (secondaryTexture.clipRectangle)\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\n\n if (!textureRange.isNull && textureRange) {\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\n }\n }\n }\n }\n }\n while (layerTextures.length > texturesPerMesh) {\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n layerTextures = layerTextures.slice(texturesPerMesh);\n }\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: RealityTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\n }\n }\n\n if (meshes.length === 0)\n return undefined;\n\n const branch = new GraphicBranch(true);\n for (const mesh of meshes) {\n const primitive = Primitive.create(mesh);\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\n\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), {disableClipStyle: params.disableClipStyle});\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\n if (this.textureParams?.params) {\n for (const param of this.textureParams.params) {\n if (param.texture?.bytesUsed)\n stats.addTexture(param.texture.bytesUsed);\n }\n }\n }\n\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\n\n public override getPass(target: Target) {\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\n return \"translucent\";\n\n return \"opaque\";\n }\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\n\n public override draw(): void {\n this._params.buffers.bind();\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\n this._params.buffers.unbind();\n }\n}\n"]}
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