@itwin/core-frontend 5.0.0-dev.90 → 5.0.0-dev.92

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (330) hide show
  1. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  2. package/lib/cjs/ContextRealityModelState.js +2 -0
  3. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  4. package/lib/cjs/ModelState.d.ts.map +1 -1
  5. package/lib/cjs/ModelState.js +4 -0
  6. package/lib/cjs/ModelState.js.map +1 -1
  7. package/lib/cjs/NoRenderApp.d.ts +1 -1
  8. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  9. package/lib/cjs/NoRenderApp.js +1 -1
  10. package/lib/cjs/NoRenderApp.js.map +1 -1
  11. package/lib/cjs/Viewport.d.ts +1 -0
  12. package/lib/cjs/Viewport.d.ts.map +1 -1
  13. package/lib/cjs/Viewport.js +4 -1
  14. package/lib/cjs/Viewport.js.map +1 -1
  15. package/lib/cjs/common/internal/render/MeshParams.d.ts +2 -0
  16. package/lib/cjs/common/internal/render/MeshParams.d.ts.map +1 -1
  17. package/lib/cjs/common/internal/render/MeshParams.js.map +1 -1
  18. package/lib/cjs/internal/render/{RealityMeshGraphicParams.d.ts → MeshMapLayerGraphicParams.d.ts} +4 -4
  19. package/lib/cjs/internal/render/MeshMapLayerGraphicParams.d.ts.map +1 -0
  20. package/lib/cjs/internal/render/{RealityMeshGraphicParams.js → MeshMapLayerGraphicParams.js} +1 -1
  21. package/lib/cjs/internal/render/MeshMapLayerGraphicParams.js.map +1 -0
  22. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +1 -1
  23. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  24. package/lib/cjs/internal/render/webgl/MapLayerParams.d.ts +54 -0
  25. package/lib/cjs/internal/render/webgl/MapLayerParams.d.ts.map +1 -0
  26. package/lib/cjs/internal/render/webgl/MapLayerParams.js +198 -0
  27. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -0
  28. package/lib/cjs/internal/render/webgl/Mesh.js +1 -1
  29. package/lib/cjs/internal/render/webgl/Mesh.js.map +1 -1
  30. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  31. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  32. package/lib/cjs/internal/render/webgl/RealityMesh.d.ts +6 -35
  33. package/lib/cjs/internal/render/webgl/RealityMesh.d.ts.map +1 -1
  34. package/lib/cjs/internal/render/webgl/RealityMesh.js +41 -154
  35. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  36. package/lib/cjs/internal/render/webgl/RenderFlags.d.ts +7 -1
  37. package/lib/cjs/internal/render/webgl/RenderFlags.d.ts.map +1 -1
  38. package/lib/cjs/internal/render/webgl/RenderFlags.js +7 -0
  39. package/lib/cjs/internal/render/webgl/RenderFlags.js.map +1 -1
  40. package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts +12 -11
  41. package/lib/cjs/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
  42. package/lib/cjs/internal/render/webgl/ShaderBuilder.js +13 -8
  43. package/lib/cjs/internal/render/webgl/ShaderBuilder.js.map +1 -1
  44. package/lib/cjs/internal/render/webgl/SurfaceGeometry.d.ts +5 -2
  45. package/lib/cjs/internal/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  46. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js +49 -3
  47. package/lib/cjs/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  48. package/lib/cjs/internal/render/webgl/System.d.ts +2 -2
  49. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  50. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  51. package/lib/cjs/internal/render/webgl/Target.d.ts +1 -1
  52. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  53. package/lib/cjs/internal/render/webgl/Target.js +11 -2
  54. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  55. package/lib/cjs/internal/render/webgl/glsl/AmbientOcclusion.js +1 -1
  56. package/lib/cjs/internal/render/webgl/glsl/Atmosphere.js +1 -1
  57. package/lib/cjs/internal/render/webgl/glsl/Blur.js +1 -1
  58. package/lib/cjs/internal/render/webgl/glsl/ClearPickAndColor.js +1 -1
  59. package/lib/cjs/internal/render/webgl/glsl/ClearTranslucent.js +1 -1
  60. package/lib/cjs/internal/render/webgl/glsl/Clipping.js +1 -1
  61. package/lib/cjs/internal/render/webgl/glsl/Combine3Textures.js +1 -1
  62. package/lib/cjs/internal/render/webgl/glsl/CombineTextures.js +1 -1
  63. package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
  64. package/lib/cjs/internal/render/webgl/glsl/CopyColor.js +1 -1
  65. package/lib/cjs/internal/render/webgl/glsl/CopyPickBuffers.js +1 -1
  66. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +5 -5
  67. package/lib/cjs/internal/render/webgl/glsl/EDL.js +4 -4
  68. package/lib/cjs/internal/render/webgl/glsl/EVSMFromDepth.js +1 -1
  69. package/lib/cjs/internal/render/webgl/glsl/Edge.js +1 -1
  70. package/lib/cjs/internal/render/webgl/glsl/FeatureSymbology.js +2 -2
  71. package/lib/cjs/internal/render/webgl/glsl/Fragment.js +9 -9
  72. package/lib/cjs/internal/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  73. package/lib/cjs/internal/render/webgl/glsl/MaplayerDraping.d.ts +12 -0
  74. package/lib/cjs/internal/render/webgl/glsl/MaplayerDraping.d.ts.map +1 -0
  75. package/lib/cjs/internal/render/webgl/glsl/MaplayerDraping.js +116 -0
  76. package/lib/cjs/internal/render/webgl/glsl/MaplayerDraping.js.map +1 -0
  77. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  78. package/lib/cjs/internal/render/webgl/glsl/PointCloud.js +2 -2
  79. package/lib/cjs/internal/render/webgl/glsl/PointCloud.js.map +1 -1
  80. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  81. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +6 -91
  82. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  83. package/lib/cjs/internal/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  84. package/lib/cjs/internal/render/webgl/glsl/SkyBox.js +1 -1
  85. package/lib/cjs/internal/render/webgl/glsl/SkySphere.js +1 -1
  86. package/lib/cjs/internal/render/webgl/glsl/SolarShadowMapping.js +1 -1
  87. package/lib/cjs/internal/render/webgl/glsl/Surface.d.ts +1 -1
  88. package/lib/cjs/internal/render/webgl/glsl/Surface.d.ts.map +1 -1
  89. package/lib/cjs/internal/render/webgl/glsl/Surface.js +73 -7
  90. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
  91. package/lib/cjs/internal/render/webgl/glsl/Translucency.js +1 -1
  92. package/lib/cjs/internal/render/webgl/glsl/Wiremesh.js +1 -1
  93. package/lib/cjs/internal/tile/B3dmReader.d.ts +2 -1
  94. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
  95. package/lib/cjs/internal/tile/B3dmReader.js +5 -5
  96. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
  97. package/lib/cjs/internal/tile/I3dmReader.d.ts +2 -1
  98. package/lib/cjs/internal/tile/I3dmReader.d.ts.map +1 -1
  99. package/lib/cjs/internal/tile/I3dmReader.js +4 -4
  100. package/lib/cjs/internal/tile/I3dmReader.js.map +1 -1
  101. package/lib/cjs/internal/tile/IModelTileTree.d.ts.map +1 -1
  102. package/lib/cjs/internal/tile/IModelTileTree.js.map +1 -1
  103. package/lib/cjs/internal/tile/ImdlGraphicsCreator.d.ts +2 -0
  104. package/lib/cjs/internal/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  105. package/lib/cjs/internal/tile/ImdlGraphicsCreator.js +1 -0
  106. package/lib/cjs/internal/tile/ImdlGraphicsCreator.js.map +1 -1
  107. package/lib/cjs/internal/tile/PrimaryTileTree.js.map +1 -1
  108. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts +14 -3
  109. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  110. package/lib/cjs/internal/tile/RealityModelTileTree.js +51 -11
  111. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  112. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  113. package/lib/cjs/internal/tile/RealityTileLoader.js +8 -2
  114. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  115. package/lib/cjs/render/RealityMeshParams.d.ts +3 -0
  116. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
  117. package/lib/cjs/render/RealityMeshParams.js.map +1 -1
  118. package/lib/cjs/render/RenderSystem.d.ts +4 -3
  119. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  120. package/lib/cjs/render/RenderSystem.js +2 -1
  121. package/lib/cjs/render/RenderSystem.js.map +1 -1
  122. package/lib/cjs/render/RenderTarget.d.ts +1 -1
  123. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  124. package/lib/cjs/render/RenderTarget.js +1 -1
  125. package/lib/cjs/render/RenderTarget.js.map +1 -1
  126. package/lib/cjs/tile/GltfReader.d.ts +8 -2
  127. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  128. package/lib/cjs/tile/GltfReader.js +11 -2
  129. package/lib/cjs/tile/GltfReader.js.map +1 -1
  130. package/lib/cjs/tile/ImdlReader.d.ts +2 -1
  131. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  132. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  133. package/lib/cjs/tile/LayerTileTreeHandler.d.ts +47 -0
  134. package/lib/cjs/tile/LayerTileTreeHandler.d.ts.map +1 -0
  135. package/lib/cjs/tile/LayerTileTreeHandler.js +54 -0
  136. package/lib/cjs/tile/LayerTileTreeHandler.js.map +1 -0
  137. package/lib/cjs/tile/LayerTileTreeReferenceHandler.d.ts +36 -0
  138. package/lib/cjs/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -0
  139. package/lib/cjs/tile/LayerTileTreeReferenceHandler.js +150 -0
  140. package/lib/cjs/tile/LayerTileTreeReferenceHandler.js.map +1 -0
  141. package/lib/cjs/tile/Tile.d.ts +2 -0
  142. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  143. package/lib/cjs/tile/Tile.js +7 -0
  144. package/lib/cjs/tile/Tile.js.map +1 -1
  145. package/lib/cjs/tile/TileTree.d.ts +3 -1
  146. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  147. package/lib/cjs/tile/TileTree.js +2 -0
  148. package/lib/cjs/tile/TileTree.js.map +1 -1
  149. package/lib/cjs/tile/internal.d.ts +2 -0
  150. package/lib/cjs/tile/internal.d.ts.map +1 -1
  151. package/lib/cjs/tile/internal.js +2 -0
  152. package/lib/cjs/tile/internal.js.map +1 -1
  153. package/lib/cjs/tile/map/MapTile.d.ts +8 -2
  154. package/lib/cjs/tile/map/MapTile.d.ts.map +1 -1
  155. package/lib/cjs/tile/map/MapTile.js +10 -16
  156. package/lib/cjs/tile/map/MapTile.js.map +1 -1
  157. package/lib/cjs/tile/map/MapTileTree.d.ts +8 -36
  158. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  159. package/lib/cjs/tile/map/MapTileTree.js +47 -176
  160. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  161. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js +9 -9
  162. package/lib/cjs/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  163. package/lib/esm/ContextRealityModelState.d.ts.map +1 -1
  164. package/lib/esm/ContextRealityModelState.js +2 -0
  165. package/lib/esm/ContextRealityModelState.js.map +1 -1
  166. package/lib/esm/ModelState.d.ts.map +1 -1
  167. package/lib/esm/ModelState.js +4 -0
  168. package/lib/esm/ModelState.js.map +1 -1
  169. package/lib/esm/NoRenderApp.d.ts +1 -1
  170. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  171. package/lib/esm/NoRenderApp.js +1 -1
  172. package/lib/esm/NoRenderApp.js.map +1 -1
  173. package/lib/esm/Viewport.d.ts +1 -0
  174. package/lib/esm/Viewport.d.ts.map +1 -1
  175. package/lib/esm/Viewport.js +4 -1
  176. package/lib/esm/Viewport.js.map +1 -1
  177. package/lib/esm/common/internal/render/MeshParams.d.ts +2 -0
  178. package/lib/esm/common/internal/render/MeshParams.d.ts.map +1 -1
  179. package/lib/esm/common/internal/render/MeshParams.js.map +1 -1
  180. package/lib/esm/internal/render/{RealityMeshGraphicParams.d.ts → MeshMapLayerGraphicParams.d.ts} +4 -4
  181. package/lib/esm/internal/render/MeshMapLayerGraphicParams.d.ts.map +1 -0
  182. package/lib/esm/internal/render/{RealityMeshGraphicParams.js → MeshMapLayerGraphicParams.js} +1 -1
  183. package/lib/esm/internal/render/MeshMapLayerGraphicParams.js.map +1 -0
  184. package/lib/esm/internal/render/webgl/BackgroundMapDrape.js +1 -1
  185. package/lib/esm/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  186. package/lib/esm/internal/render/webgl/MapLayerParams.d.ts +54 -0
  187. package/lib/esm/internal/render/webgl/MapLayerParams.d.ts.map +1 -0
  188. package/lib/esm/internal/render/webgl/MapLayerParams.js +192 -0
  189. package/lib/esm/internal/render/webgl/MapLayerParams.js.map +1 -0
  190. package/lib/esm/internal/render/webgl/Mesh.js +1 -1
  191. package/lib/esm/internal/render/webgl/Mesh.js.map +1 -1
  192. package/lib/esm/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  193. package/lib/esm/internal/render/webgl/PlanarClassifier.js.map +1 -1
  194. package/lib/esm/internal/render/webgl/RealityMesh.d.ts +6 -35
  195. package/lib/esm/internal/render/webgl/RealityMesh.d.ts.map +1 -1
  196. package/lib/esm/internal/render/webgl/RealityMesh.js +41 -153
  197. package/lib/esm/internal/render/webgl/RealityMesh.js.map +1 -1
  198. package/lib/esm/internal/render/webgl/RenderFlags.d.ts +7 -1
  199. package/lib/esm/internal/render/webgl/RenderFlags.d.ts.map +1 -1
  200. package/lib/esm/internal/render/webgl/RenderFlags.js +7 -0
  201. package/lib/esm/internal/render/webgl/RenderFlags.js.map +1 -1
  202. package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts +12 -11
  203. package/lib/esm/internal/render/webgl/ShaderBuilder.d.ts.map +1 -1
  204. package/lib/esm/internal/render/webgl/ShaderBuilder.js +13 -8
  205. package/lib/esm/internal/render/webgl/ShaderBuilder.js.map +1 -1
  206. package/lib/esm/internal/render/webgl/SurfaceGeometry.d.ts +5 -2
  207. package/lib/esm/internal/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  208. package/lib/esm/internal/render/webgl/SurfaceGeometry.js +50 -4
  209. package/lib/esm/internal/render/webgl/SurfaceGeometry.js.map +1 -1
  210. package/lib/esm/internal/render/webgl/System.d.ts +2 -2
  211. package/lib/esm/internal/render/webgl/System.d.ts.map +1 -1
  212. package/lib/esm/internal/render/webgl/System.js.map +1 -1
  213. package/lib/esm/internal/render/webgl/Target.d.ts +1 -1
  214. package/lib/esm/internal/render/webgl/Target.d.ts.map +1 -1
  215. package/lib/esm/internal/render/webgl/Target.js +11 -2
  216. package/lib/esm/internal/render/webgl/Target.js.map +1 -1
  217. package/lib/esm/internal/render/webgl/glsl/AmbientOcclusion.js +1 -1
  218. package/lib/esm/internal/render/webgl/glsl/Atmosphere.js +1 -1
  219. package/lib/esm/internal/render/webgl/glsl/Blur.js +1 -1
  220. package/lib/esm/internal/render/webgl/glsl/ClearPickAndColor.js +1 -1
  221. package/lib/esm/internal/render/webgl/glsl/ClearTranslucent.js +1 -1
  222. package/lib/esm/internal/render/webgl/glsl/Clipping.js +1 -1
  223. package/lib/esm/internal/render/webgl/glsl/Combine3Textures.js +1 -1
  224. package/lib/esm/internal/render/webgl/glsl/CombineTextures.js +1 -1
  225. package/lib/esm/internal/render/webgl/glsl/Composite.js +1 -1
  226. package/lib/esm/internal/render/webgl/glsl/CopyColor.js +1 -1
  227. package/lib/esm/internal/render/webgl/glsl/CopyPickBuffers.js +1 -1
  228. package/lib/esm/internal/render/webgl/glsl/CopyStencil.js +5 -5
  229. package/lib/esm/internal/render/webgl/glsl/EDL.js +4 -4
  230. package/lib/esm/internal/render/webgl/glsl/EVSMFromDepth.js +1 -1
  231. package/lib/esm/internal/render/webgl/glsl/Edge.js +1 -1
  232. package/lib/esm/internal/render/webgl/glsl/FeatureSymbology.js +2 -2
  233. package/lib/esm/internal/render/webgl/glsl/Fragment.js +9 -9
  234. package/lib/esm/internal/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  235. package/lib/esm/internal/render/webgl/glsl/MaplayerDraping.d.ts +12 -0
  236. package/lib/esm/internal/render/webgl/glsl/MaplayerDraping.d.ts.map +1 -0
  237. package/lib/esm/internal/render/webgl/glsl/MaplayerDraping.js +111 -0
  238. package/lib/esm/internal/render/webgl/glsl/MaplayerDraping.js.map +1 -0
  239. package/lib/esm/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  240. package/lib/esm/internal/render/webgl/glsl/PointCloud.js +2 -2
  241. package/lib/esm/internal/render/webgl/glsl/PointCloud.js.map +1 -1
  242. package/lib/esm/internal/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  243. package/lib/esm/internal/render/webgl/glsl/RealityMesh.js +5 -90
  244. package/lib/esm/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  245. package/lib/esm/internal/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  246. package/lib/esm/internal/render/webgl/glsl/SkyBox.js +1 -1
  247. package/lib/esm/internal/render/webgl/glsl/SkySphere.js +1 -1
  248. package/lib/esm/internal/render/webgl/glsl/SolarShadowMapping.js +1 -1
  249. package/lib/esm/internal/render/webgl/glsl/Surface.d.ts +1 -1
  250. package/lib/esm/internal/render/webgl/glsl/Surface.d.ts.map +1 -1
  251. package/lib/esm/internal/render/webgl/glsl/Surface.js +73 -7
  252. package/lib/esm/internal/render/webgl/glsl/Surface.js.map +1 -1
  253. package/lib/esm/internal/render/webgl/glsl/Translucency.js +1 -1
  254. package/lib/esm/internal/render/webgl/glsl/Wiremesh.js +1 -1
  255. package/lib/esm/internal/tile/B3dmReader.d.ts +2 -1
  256. package/lib/esm/internal/tile/B3dmReader.d.ts.map +1 -1
  257. package/lib/esm/internal/tile/B3dmReader.js +5 -5
  258. package/lib/esm/internal/tile/B3dmReader.js.map +1 -1
  259. package/lib/esm/internal/tile/I3dmReader.d.ts +2 -1
  260. package/lib/esm/internal/tile/I3dmReader.d.ts.map +1 -1
  261. package/lib/esm/internal/tile/I3dmReader.js +4 -4
  262. package/lib/esm/internal/tile/I3dmReader.js.map +1 -1
  263. package/lib/esm/internal/tile/IModelTileTree.d.ts.map +1 -1
  264. package/lib/esm/internal/tile/IModelTileTree.js +2 -2
  265. package/lib/esm/internal/tile/IModelTileTree.js.map +1 -1
  266. package/lib/esm/internal/tile/ImdlGraphicsCreator.d.ts +2 -0
  267. package/lib/esm/internal/tile/ImdlGraphicsCreator.d.ts.map +1 -1
  268. package/lib/esm/internal/tile/ImdlGraphicsCreator.js +1 -0
  269. package/lib/esm/internal/tile/ImdlGraphicsCreator.js.map +1 -1
  270. package/lib/esm/internal/tile/PrimaryTileTree.js.map +1 -1
  271. package/lib/esm/internal/tile/RealityModelTileTree.d.ts +14 -3
  272. package/lib/esm/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  273. package/lib/esm/internal/tile/RealityModelTileTree.js +53 -13
  274. package/lib/esm/internal/tile/RealityModelTileTree.js.map +1 -1
  275. package/lib/esm/internal/tile/RealityTileLoader.d.ts.map +1 -1
  276. package/lib/esm/internal/tile/RealityTileLoader.js +8 -2
  277. package/lib/esm/internal/tile/RealityTileLoader.js.map +1 -1
  278. package/lib/esm/render/RealityMeshParams.d.ts +3 -0
  279. package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
  280. package/lib/esm/render/RealityMeshParams.js.map +1 -1
  281. package/lib/esm/render/RenderSystem.d.ts +4 -3
  282. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  283. package/lib/esm/render/RenderSystem.js +2 -1
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  289. package/lib/esm/tile/GltfReader.d.ts +8 -2
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  293. package/lib/esm/tile/ImdlReader.d.ts +2 -1
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  296. package/lib/esm/tile/LayerTileTreeHandler.d.ts +47 -0
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  300. package/lib/esm/tile/LayerTileTreeReferenceHandler.d.ts +36 -0
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  304. package/lib/esm/tile/Tile.d.ts +2 -0
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  306. package/lib/esm/tile/Tile.js +7 -0
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  308. package/lib/esm/tile/TileTree.d.ts +3 -1
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  310. package/lib/esm/tile/TileTree.js +2 -0
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  312. package/lib/esm/tile/internal.d.ts +2 -0
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  316. package/lib/esm/tile/map/MapTile.d.ts +8 -2
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  320. package/lib/esm/tile/map/MapTileTree.d.ts +8 -36
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  324. package/lib/esm/tile/map/MapTiledGraphicsProvider.js +9 -9
  325. package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
  326. package/package.json +16 -16
  327. package/lib/cjs/internal/render/RealityMeshGraphicParams.d.ts.map +0 -1
  328. package/lib/cjs/internal/render/RealityMeshGraphicParams.js.map +0 -1
  329. package/lib/esm/internal/render/RealityMeshGraphicParams.d.ts.map +0 -1
  330. package/lib/esm/internal/render/RealityMeshGraphicParams.js.map +0 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, disposeArray, 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 \"../../../render/GraphicBranch\";\nimport { RealityMeshGraphicParams } from \"../RealityMeshGraphicParams\";\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { RenderSystem, } from \"../../../render/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\";\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\nimport { TerrainTexture } from \"../RenderTerrain\";\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 Disposable {\n constructor(public texture: RenderTexture | undefined, private _projectedTextureOrMatrix: ProjectedTexture | Matrix4) { }\n public get isProjected() { return this._projectedTextureOrMatrix instanceof ProjectedTexture; }\n\n public [Symbol.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 Disposable {\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 [Symbol.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[Symbol.dispose]() {\n super[Symbol.dispose]();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\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[Symbol.dispose]() {\n if (this.noDispose) {\n return;\n }\n\n super[Symbol.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"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, UintArray } from \"@itwin/core-bentley\";\nimport { CartographicRange, ColorDef, Quantization } from \"@itwin/core-common\";\nimport { Range2d, Range3d, Transform, Vector2d, Vector3d } from \"@itwin/core-geometry\";\nimport { GraphicBranch } from \"../../../render/GraphicBranch\";\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { RenderSystem, } from \"../../../render/RenderSystem\";\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\nimport { AttributeMap } from \"./AttributeMap\";\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\nimport { GL } from \"./GL\";\nimport { Primitive } from \"./Primitive\";\nimport { RenderOrder } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\nimport { TerrainTexture } from \"../RenderTerrain\";\nimport { MapCartoRectangle, PlanarProjection, PlanarTilePatch } from \"../../../tile/internal\";\nimport { LayerTextureParams, ProjectedTexture } from \"./MapLayerParams\";\n\nconst scratchOverlapRange = Range2d.createNull();\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\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[Symbol.dispose]() {\n super[Symbol.dispose]();\n dispose(this.uvParams);\n }\n}\n\n/** @internal */\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\n public readonly isInstanceable = false;\n public noDispose = false;\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: LayerTextureParams | 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?: LayerTextureParams;\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[Symbol.dispose]() {\n if (this.noDispose) {\n return;\n }\n\n super[Symbol.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\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) return undefined;\n\n const { texture: meshTexture, featureID } = realityMesh;\n const tile = realityMesh.tileData;\n const layerClassifiers = tile?.layerClassifiers;\n const texture = meshTexture ? new TerrainTexture(meshTexture, 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 if (!layerClassifiers?.size || !tile) return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n\n const transformECEF = tile.ecefTransform\n\n const tileEcefRange = transformECEF.multiplyRange(tile.range);\n const cartographicRange = new CartographicRange(tileEcefRange, transformECEF);\n const boundingBox = cartographicRange.getLongitudeLatitudeBoundingBox();\n const mapCartoRectangle = MapCartoRectangle.fromRadians(\n boundingBox.low.x,\n boundingBox.low.y,\n boundingBox.high.x,\n boundingBox.high.y\n );\n\n const corners = tile.range.corners();\n\n const normal = Vector3d.createCrossProductToPoints(corners[0], corners[1], corners[2])?.normalize();\n if (!normal) {\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\n }\n const chordHeight = corners[0].distance(corners[3]) / 2;\n\n const realityPlanarTilePatch = new PlanarTilePatch(corners, normal, chordHeight);\n const realityProjection = new PlanarProjection(realityPlanarTilePatch);\n\n const realityMeshParams: MeshMapLayerGraphicParams = {\n projection: realityProjection,\n tileRectangle: mapCartoRectangle,\n tileId: undefined,\n baseColor: undefined,\n baseTransparent: false,\n layerClassifiers\n };\n\n const layerTextures: TerrainOrProjectedTexture[] = texture ? [texture] : [];\n\n layerClassifiers?.forEach((layerClassifier, layerIndex) => layerTextures[layerIndex] = new ProjectedTexture(layerClassifier, realityMeshParams, realityMeshParams.tileRectangle));\n\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: layerTextures.length > 0 ? LayerTextureParams.create(layerTextures) : 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: MeshMapLayerGraphicParams, 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: LayerTextureParams.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: LayerTextureParams.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: LayerTextureParams.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 if (featureTable) {\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\n }\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"]}
@@ -115,7 +115,13 @@ export declare enum TextureUnit {
115
115
  RealityMeshThematicGradient,
116
116
  EdgeLUT,
117
117
  NormalMap,
118
- Contours
118
+ Contours,
119
+ SurfaceDraping0,
120
+ SurfaceDraping1,
121
+ SurfaceDraping2,
122
+ SurfaceDraping3,
123
+ SurfaceDraping4,
124
+ SurfaceDraping5
119
125
  }
120
126
  /**
121
127
  * Defines the order in which primitives are rendered within a GLESList. This is chiefly
@@ -1 +1 @@
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@@ -112,6 +112,13 @@ var TextureUnit;
112
112
  TextureUnit[TextureUnit["NormalMap"] = WebGLRenderingContext.TEXTURE13] = "NormalMap";
113
113
  // Contours texture.
114
114
  TextureUnit[TextureUnit["Contours"] = WebGLRenderingContext.TEXTURE14] = "Contours";
115
+ // Surface Draping textures.
116
+ TextureUnit[TextureUnit["SurfaceDraping0"] = TextureUnit.RealityMesh3] = "SurfaceDraping0";
117
+ TextureUnit[TextureUnit["SurfaceDraping1"] = TextureUnit.RealityMesh4] = "SurfaceDraping1";
118
+ TextureUnit[TextureUnit["SurfaceDraping2"] = TextureUnit.RealityMesh5] = "SurfaceDraping2";
119
+ TextureUnit[TextureUnit["SurfaceDraping3"] = TextureUnit.RealityMeshThematicGradient] = "SurfaceDraping3";
120
+ TextureUnit[TextureUnit["SurfaceDraping4"] = WebGLRenderingContext.TEXTURE15] = "SurfaceDraping4";
121
+ TextureUnit[TextureUnit["SurfaceDraping5"] = WebGLRenderingContext.TEXTURE16] = "SurfaceDraping5";
115
122
  })(TextureUnit || (exports.TextureUnit = TextureUnit = {}));
116
123
  /** @internal */
117
124
  function isPlanar(order) {
@@ -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/* eslint-disable no-restricted-syntax */\n\n/** Ordered list of render passes which produce a rendered frame.\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\n * @internal\n */\nexport const enum RenderPass {\n None = 0xff,\n Background = 0,\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\n PointClouds,\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\n Classification, // Stencil volumes for normal processing of reality data classification.\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\n Translucent,\n HiddenEdge,\n Hilite,\n OverlayLayers, // Like Layers, but drawn atop all other geometry\n WorldOverlay, // Decorations\n ViewOverlay, // Decorations\n SkyBox,\n BackgroundMap,\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\n HilitePlanarClassification,\n PlanarClassification,\n VolumeClassifiedRealityData,\n COUNT,\n}\n\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\n * twice, in two different render passes.\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\n * @see [[CachedGeometry.getPass]].\n * @internal\n */\nexport type Pass =\n \"skybox\" | // SkyBox\n \"opaque\" | // OpaqueGeneral\n \"opaque-linear\" | // OpaqueLinear\n \"opaque-planar\" | // OpaquePlanar\n \"translucent\" | // Translucent\n \"point-clouds\" | // PointClouds\n \"view-overlay\" | // ViewOverlay\n \"classification\" | // Classification\n \"none\" | // None\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\n\n/** [[Pass]]es that map to two [[RenderPass]]es.\n * @internal\n */\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\n\n/** [[Pass]]es that map to a single [[RenderPass]].\n * @internal */\nexport type SinglePass = Exclude<Pass, DoublePass>;\n\n/** Describes the type of geometry rendered by a ShaderProgram.\n * @internal\n */\nexport const enum GeometryType {\n IndexedTriangles,\n IndexedPoints,\n ArrayedPoints,\n}\n\n/** @internal */\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\n /** Return the RenderPass corresponding to the specified Pass. */\n export function toRenderPass(pass: SinglePass): RenderPass {\n switch (pass) {\n case \"skybox\": return RenderPass.SkyBox;\n case \"opaque\": return RenderPass.OpaqueGeneral;\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\n case \"translucent\": return RenderPass.Translucent;\n case \"point-clouds\": return RenderPass.PointClouds;\n case \"view-overlay\": return RenderPass.ViewOverlay;\n case \"classification\": return RenderPass.Classification;\n case \"none\": return RenderPass.None;\n }\n }\n\n /** Return true if the specified Pass renders during RenderPass.Translucent.\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\n */\n export function rendersTranslucent(pass: Pass): boolean {\n switch (pass) {\n case \"translucent\":\n case \"opaque-translucent\":\n case \"opaque-planar-translucent\":\n return true;\n default:\n return false;\n }\n }\n\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\n */\n export function rendersOpaque(pass: Pass): boolean {\n switch (pass) {\n case \"opaque-translucent\":\n case \"opaque-planar-translucent\":\n case \"opaque\":\n case \"opaque-planar\":\n case \"opaque-linear\":\n case \"point-clouds\":\n return true;\n default:\n return false;\n }\n }\n\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\n }\n\n export function toOpaquePass(pass: DoublePass): RenderPass {\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\n }\n}\n\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\n * WebGL 2 guarantees a minimum of 16 vertex texture units.\n * @internal\n */\nexport enum TextureUnit {\n // For shaders which know exactly which textures will be used\n Zero = WebGLRenderingContext.TEXTURE0,\n One = WebGLRenderingContext.TEXTURE1,\n Two = WebGLRenderingContext.TEXTURE2,\n Three = WebGLRenderingContext.TEXTURE3,\n Four = WebGLRenderingContext.TEXTURE4,\n Five = WebGLRenderingContext.TEXTURE5,\n Six = WebGLRenderingContext.TEXTURE6,\n Seven = WebGLRenderingContext.TEXTURE7,\n\n ClipVolume = Zero,\n FeatureSymbology = One,\n SurfaceTexture = Two,\n LineCode = Two,\n\n PickFeatureId = Three,\n PickDepthAndOrder = Four,\n\n VertexLUT = Five,\n\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\n AuxChannelLUT = Six,\n PlanarClassification = Six,\n PlanarClassificationHilite = Six,\n\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\n ShadowMap = Seven,\n ThematicSensors = Seven,\n\n // Textures used for up to 6 background or overlay map layers.\n RealityMesh0 = Two,\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\n\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\n\n // Lookup table for indexed edges.\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\n\n // Normal map texture.\n NormalMap = WebGLRenderingContext.TEXTURE13,\n\n // Contours texture.\n Contours = WebGLRenderingContext.TEXTURE14,\n}\n\n/**\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\n * used to sort primitives which originate from the same element. e.g., the blanking fill\n * associated with a text field must always render behind the text; the edges of a surface\n * must render in front of the surface; etc.\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\n * @internal\n */\nexport const enum RenderOrder {\n None = 0,\n Background = 1, // i.e., background map drawn without depth\n BlankingRegion = 2,\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\n LitSurface = 4,\n Linear = 5,\n Edge = 6,\n Silhouette = 7,\n\n PlanarBit = 8,\n\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\n PlanarLitSurface = LitSurface | PlanarBit,\n PlanarLinear = Linear | PlanarBit,\n PlanarEdge = Edge | PlanarBit,\n PlanarSilhouette = Silhouette | PlanarBit,\n}\n\n/** @internal */\nexport function isPlanar(order: RenderOrder): boolean {\n return order >= RenderOrder.PlanarBit;\n}\n\n/** Flags indicating operations to be performed by the post-process composite step.\n * @internal\n */\nexport const enum CompositeFlags {\n None = 0,\n Translucent = 1 << 0,\n Hilite = 1 << 1,\n AmbientOcclusion = 1 << 2,\n}\n\n/** Location in boolean array of SurfaceFlags above.\n * @internal\n */\nexport const enum SurfaceBitIndex {\n HasTexture,\n ApplyLighting,\n HasNormals,\n IgnoreMaterial,\n TransparencyThreshold,\n BackgroundFill,\n HasColorAndNormal,\n OverrideRgb,\n HasNormalMap,\n HasMaterialAtlas,\n UseConstantLodTextureMapping,\n UseConstantLodNormalMapMapping,\n Count,\n}\n\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\n * @internal\n */\nexport const enum SurfaceFlags {\n None = 0,\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\n\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\n\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\n\n // For HiddenLine mode\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\n\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\n // For untextured lit meshes, the normal is placed after the feature ID.\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\n // For textured meshes, use rgb from v_color instead of from texture.\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\n}\n\n/** 8-bit flags indicating emphasis effects applied to a feature.\n * @internal\n */\nexport const enum EmphasisFlags {\n None = 0,\n Hilite = 1,\n Emphasized = 2,\n Flashed = 4,\n NonLocatable = 8,\n}\n\n/** @internal */\nexport const enum IsTranslucent { No, Yes, Maybe }\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/* eslint-disable no-restricted-syntax */\n\n/** Ordered list of render passes which produce a rendered frame.\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\n * @internal\n */\nexport const enum RenderPass {\n None = 0xff,\n Background = 0,\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\n PointClouds,\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\n Classification, // Stencil volumes for normal processing of reality data classification.\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\n Translucent,\n HiddenEdge,\n Hilite,\n OverlayLayers, // Like Layers, but drawn atop all other geometry\n WorldOverlay, // Decorations\n ViewOverlay, // Decorations\n SkyBox,\n BackgroundMap,\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\n HilitePlanarClassification,\n PlanarClassification,\n VolumeClassifiedRealityData,\n COUNT,\n}\n\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\n * twice, in two different render passes.\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\n * @see [[CachedGeometry.getPass]].\n * @internal\n */\nexport type Pass =\n \"skybox\" | // SkyBox\n \"opaque\" | // OpaqueGeneral\n \"opaque-linear\" | // OpaqueLinear\n \"opaque-planar\" | // OpaquePlanar\n \"translucent\" | // Translucent\n \"point-clouds\" | // PointClouds\n \"view-overlay\" | // ViewOverlay\n \"classification\" | // Classification\n \"none\" | // None\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\n\n/** [[Pass]]es that map to two [[RenderPass]]es.\n * @internal\n */\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\n\n/** [[Pass]]es that map to a single [[RenderPass]].\n * @internal */\nexport type SinglePass = Exclude<Pass, DoublePass>;\n\n/** Describes the type of geometry rendered by a ShaderProgram.\n * @internal\n */\nexport const enum GeometryType {\n IndexedTriangles,\n IndexedPoints,\n ArrayedPoints,\n}\n\n/** @internal */\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\n /** Return the RenderPass corresponding to the specified Pass. */\n export function toRenderPass(pass: SinglePass): RenderPass {\n switch (pass) {\n case \"skybox\": return RenderPass.SkyBox;\n case \"opaque\": return RenderPass.OpaqueGeneral;\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\n case \"translucent\": return RenderPass.Translucent;\n case \"point-clouds\": return RenderPass.PointClouds;\n case \"view-overlay\": return RenderPass.ViewOverlay;\n case \"classification\": return RenderPass.Classification;\n case \"none\": return RenderPass.None;\n }\n }\n\n /** Return true if the specified Pass renders during RenderPass.Translucent.\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\n */\n export function rendersTranslucent(pass: Pass): boolean {\n switch (pass) {\n case \"translucent\":\n case \"opaque-translucent\":\n case \"opaque-planar-translucent\":\n return true;\n default:\n return false;\n }\n }\n\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\n */\n export function rendersOpaque(pass: Pass): boolean {\n switch (pass) {\n case \"opaque-translucent\":\n case \"opaque-planar-translucent\":\n case \"opaque\":\n case \"opaque-planar\":\n case \"opaque-linear\":\n case \"point-clouds\":\n return true;\n default:\n return false;\n }\n }\n\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\n }\n\n export function toOpaquePass(pass: DoublePass): RenderPass {\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\n }\n}\n\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\n * WebGL 2 guarantees a minimum of 16 vertex texture units.\n * @internal\n */\nexport enum TextureUnit {\n // For shaders which know exactly which textures will be used\n Zero = WebGLRenderingContext.TEXTURE0,\n One = WebGLRenderingContext.TEXTURE1,\n Two = WebGLRenderingContext.TEXTURE2,\n Three = WebGLRenderingContext.TEXTURE3,\n Four = WebGLRenderingContext.TEXTURE4,\n Five = WebGLRenderingContext.TEXTURE5,\n Six = WebGLRenderingContext.TEXTURE6,\n Seven = WebGLRenderingContext.TEXTURE7,\n\n ClipVolume = Zero,\n FeatureSymbology = One,\n SurfaceTexture = Two,\n LineCode = Two,\n\n PickFeatureId = Three,\n PickDepthAndOrder = Four,\n\n VertexLUT = Five,\n\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\n AuxChannelLUT = Six,\n PlanarClassification = Six,\n PlanarClassificationHilite = Six,\n\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\n ShadowMap = Seven,\n ThematicSensors = Seven,\n\n // Textures used for up to 6 background or overlay map layers.\n RealityMesh0 = Two,\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\n\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\n\n // Lookup table for indexed edges.\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\n\n // Normal map texture.\n NormalMap = WebGLRenderingContext.TEXTURE13,\n\n // Contours texture.\n Contours = WebGLRenderingContext.TEXTURE14,\n\n // Surface Draping textures.\n SurfaceDraping0 = RealityMesh3,\n SurfaceDraping1 = RealityMesh4,\n SurfaceDraping2 = RealityMesh5,\n SurfaceDraping3 = RealityMeshThematicGradient,\n SurfaceDraping4 = WebGLRenderingContext.TEXTURE15,\n SurfaceDraping5 = WebGLRenderingContext.TEXTURE16,\n}\n\n/**\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\n * used to sort primitives which originate from the same element. e.g., the blanking fill\n * associated with a text field must always render behind the text; the edges of a surface\n * must render in front of the surface; etc.\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\n * @internal\n */\nexport const enum RenderOrder {\n None = 0,\n Background = 1, // i.e., background map drawn without depth\n BlankingRegion = 2,\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\n LitSurface = 4,\n Linear = 5,\n Edge = 6,\n Silhouette = 7,\n\n PlanarBit = 8,\n\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\n PlanarLitSurface = LitSurface | PlanarBit,\n PlanarLinear = Linear | PlanarBit,\n PlanarEdge = Edge | PlanarBit,\n PlanarSilhouette = Silhouette | PlanarBit,\n}\n\n/** @internal */\nexport function isPlanar(order: RenderOrder): boolean {\n return order >= RenderOrder.PlanarBit;\n}\n\n/** Flags indicating operations to be performed by the post-process composite step.\n * @internal\n */\nexport const enum CompositeFlags {\n None = 0,\n Translucent = 1 << 0,\n Hilite = 1 << 1,\n AmbientOcclusion = 1 << 2,\n}\n\n/** Location in boolean array of SurfaceFlags above.\n * @internal\n */\nexport const enum SurfaceBitIndex {\n HasTexture,\n ApplyLighting,\n HasNormals,\n IgnoreMaterial,\n TransparencyThreshold,\n BackgroundFill,\n HasColorAndNormal,\n OverrideRgb,\n HasNormalMap,\n HasMaterialAtlas,\n UseConstantLodTextureMapping,\n UseConstantLodNormalMapMapping,\n Count,\n}\n\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\n * @internal\n */\nexport const enum SurfaceFlags {\n None = 0,\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\n\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\n\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\n\n // For HiddenLine mode\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\n\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\n // For untextured lit meshes, the normal is placed after the feature ID.\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\n // For textured meshes, use rgb from v_color instead of from texture.\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\n}\n\n/** 8-bit flags indicating emphasis effects applied to a feature.\n * @internal\n */\nexport const enum EmphasisFlags {\n None = 0,\n Hilite = 1,\n Emphasized = 2,\n Flashed = 4,\n NonLocatable = 8,\n}\n\n/** @internal */\nexport const enum IsTranslucent { No, Yes, Maybe }\n"]}
@@ -222,17 +222,18 @@ export declare const enum FragmentShaderComponent {
222
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  ApplyContours = 11,
223
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  ApplyFlash = 12,
224
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  ApplyPlanarClassifier = 13,
225
- ApplySolarShadowMap = 14,
226
- ApplyWiremesh = 15,
227
- ApplyDebugColor = 16,
228
- AssignFragData = 17,
229
- OverrideFeatureId = 18,
230
- FinalizeDepth = 19,
231
- OverrideColor = 20,
232
- OverrideRenderOrder = 21,
233
- ApplyAtmosphericScattering = 22,
234
- FinalizeNormal = 23,
235
- COUNT = 24
225
+ ApplyDraping = 14,
226
+ ApplySolarShadowMap = 15,
227
+ ApplyWiremesh = 16,
228
+ ApplyDebugColor = 17,
229
+ AssignFragData = 18,
230
+ OverrideFeatureId = 19,
231
+ FinalizeDepth = 20,
232
+ OverrideColor = 21,
233
+ OverrideRenderOrder = 22,
234
+ ApplyAtmosphericScattering = 23,
235
+ FinalizeNormal = 24,
236
+ COUNT = 25
236
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  }
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  /** Assembles the source code for a fragment shader from a set of modular components.
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  * @internal
@@ -1 +1 @@
1
- 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1
+ {"version":3,"file":"ShaderBuilder.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/ShaderBuilder.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAIlD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAIhD;;GAEG;AACH,0BAAkB,YAAY;IAC5B,OAAO,IAAA,CAAE,OAAO;IAChB,GAAG,IAAA,CAAE,MAAM;IACX,KAAK,IAAA,CAAE,QAAQ;IACf,IAAI,IAAA,CAAE,OAAO;IACb,IAAI,IAAA,CAAE,OAAO;IACb,IAAI,IAAA,CAAE,OAAO;IACb,IAAI,IAAA,CAAE,OAAO;IACb,IAAI,IAAA,CAAE,OAAO;IACb,SAAS,IAAA,CAAE,YAAY;IACvB,WAAW,IAAA,CAAE,cAAc;IAC3B,IAAI,KAAA,CAAE,OAAO;IACb,KAAK,KAAA,CAAE,QAAQ;IAEf,KAAK,KAAA;CACN;AAED;;GAEG;AACH,0BAAkB,aAAa;IAC7B,MAAM,IAAA,CAAE,eAAe;IACvB,OAAO,IAAA,CAAE,UAAU;IACnB,OAAO,IAAA,CAAE,UAAU;IAEnB,KAAK,IAAA;CACN;AAED;;GAEG;AACH,0BAAkB,iBAAiB;IACjC,OAAO,IAAA,CAAE,+FAA+F;IACxG,GAAG,IAAA,CAAE,OAAO;IACZ,MAAM,IAAA,CAAE,UAAU;IAClB,IAAI,IAAA,CAAE,QAAQ;IAEd,KAAK,IAAA;CACN;AAgDD;;;;;GAKG;AACH,MAAM,MAAM,kBAAkB,GAAG,CAAC,IAAI,EAAE,aAAa,KAAK,IAAI,CAAC;AAE/D;;GAEG;AACH,qBAAa,cAAc;IACzB,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAqB;IAClD,SAAgB,IAAI,EAAE,MAAM,CAAC;IAC7B,SAAgB,KAAK,CAAC,EAAE,MAAM,CAAC;IAC/B,SAAgB,IAAI,EAAE,YAAY,CAAC;IACnC,SAAgB,KAAK,EAAE,aAAa,CAAC;IACrC,SAAgB,SAAS,EAAE,iBAAiB,CAAC;IAC7C,SAAgB,OAAO,EAAE,OAAO,CAAS;IACzC,SAAgB,MAAM,EAAE,MAAM,CAAC;IAE/B,OAAO;WAWO,MAAM,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAIzK,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C,GAAG,cAAc;WAI9L,YAAY,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIrG,IAAW,UAAU,IAAI,OAAO,CAA2C;IACpE,UAAU,CAAC,IAAI,EAAE,aAAa;IAKrC,IAAW,QAAQ,IAAI,MAAM,CAA4C;IAClE,YAAY,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IACpD,IAAW,aAAa,IAAI,MAAM,CAAsD;IAExF,8DAA8D;IACvD,gBAAgB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;CA2BzD;AAED;;;;GAIG;AACH,qBAAa,eAAe;IAC1B,SAAS,CAAC,KAAK,EAAE,cAAc,EAAE,CAA+B;IAEhE,wDAAwD;IACjD,IAAI,CAAC,IAAI,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAErD,yGAAyG;IAClG,WAAW,CAAC,CAAC,EAAE,cAAc,GAAG,OAAO;IAYvC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,OAAO,EAAE,kBAAkB,EAAE,SAAS,GAAE,iBAA6C;IAIlI,eAAe,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB;IAI7F,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,GAAG,OAAO;IAIrD,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIpF,WAAW,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,MAAM;IAI3D,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM;IAIrD,oFAAoF;IAC7E,sBAAsB,CAAC,cAAc,EAAE,OAAO,EAAE,KAAK,EAAE,aAAa,EAAE,SAAS,CAAC,EAAE,OAAO,GAAG,MAAM;IAUzG,wEAAwE;IACjE,iBAAiB,CAAC,cAAc,EAAE,OAAO,GAAG,MAAM;IAgBzD;;;OAGG;IACI,WAAW,CAAC,IAAI,EAAE,aAAa,EAAE,UAAU,CAAC,EAAE,eAAe,GAAG,IAAI;IAS3E,IAAW,MAAM,IAAI,MAAM,CAA8B;IAEzD,OAAO,CAAC,QAAQ;IAaT,sBAAsB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;IA8ElD,wBAAwB,CAAC,UAAU,EAAE,MAAM,GAAG,MAAM;CAkD5D;AAED;;GAEG;AACH,qBAAa,aAAa;IACjB,MAAM,EAAE,MAAM,CAAM;IAGpB,GAAG,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAGvB,OAAO,IAAI,IAAI;IAGf,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAKlC;;;;;;;;;;;OAWG;WACW,uBAAuB,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,MAAM;IAQ1F,oHAAoH;IAC7G,WAAW,CAAC,WAAW,EAAE,MAAM,EAAE,cAAc,EAAE,MAAM,GAAG,IAAI;IAErE,2HAA2H;IACpH,OAAO,CAAC,cAAc,EAAE,MAAM,GAAG,IAAI;CAC7C;AAED,gBAAgB;AAChB,MAAM,WAAW,kBAAkB;IACjC,sDAAsD;IACtD,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC;IAC7B,iKAAiK;IACjK,QAAQ,CAAC,YAAY,CAAC,EAAE,YAAY,CAAC;CACtC;AAED;;;;GAIG;AACH,qBAAa,aAAc,SAAQ,eAAe;IAChD,SAAS,CAAC,WAAW,yBAAmC;IACxD,SAAS,CAAC,UAAU,EAAE,MAAM,EAAE,CAAM;IACpC,SAAS,CAAC,WAAW,EAAE,MAAM,EAAE,CAAM;IACrC,SAAS,CAAC,OAAO,EAAE,MAAM,EAAE,CAAM;IACjC,SAAS,CAAC,YAAY,EAAE,MAAM,EAAE,CAAM;IACtC,SAAS,CAAC,QAAQ,EAAE,MAAM,CAAM;IACzB,aAAa,EAAE,MAAM,CAAM;IAClC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,kBAAkB,CAAC;IAC9C,SAAS,CAAC,aAAa,EAAE,MAAM,EAAE,CAAuB;IAExD,IAAW,qBAAqB,IAAI,OAAO,CAE1C;IAEM,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAKhD,SAAS,aAAa,aAAa,EAAE,MAAM,EAAE,KAAK,EAAE,kBAAkB;IAUtE,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAM9D,SAAS,CAAC,eAAe,CAAC,KAAK,EAAE,MAAM;IAKvC,SAAS,CAAC,YAAY,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAKlD,WAAW,CAAC,iBAAiB,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IASrE,eAAe,CAAC,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,OAAO;IAU/D,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,GAAG,SAAS;IAI9C,YAAY,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAKnC,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAK7B,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAW5C,eAAe,IAAI,IAAI;IAKvB,aAAa,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAQvD,SAAS,CAAC,kBAAkB,CAAC,OAAO,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,SAAS,EAAE,cAAc,EAAE,OAAO,GAAG,aAAa;IAmDxH,SAAS,CAAC,UAAU,CAAC,GAAG,EAAE,aAAa,GAAG,IAAI;CAW/C;AAED;;GAEG;AACH,0BAAkB,qBAAqB;IAIrC,wBAAwB,IAAA;IAGxB,iBAAiB,IAAA;IAGjB,oBAAoB,IAAA;IAGpB,uBAAuB,IAAA;IAGvB,eAAe,IAAA;IAGf,gBAAgB,IAAA;IAGhB,kBAAkB,IAAA;IAGlB,iBAAiB,IAAA;IAGjB,cAAc,IAAA;IAKd,eAAe,IAAA;IAGf,eAAe,KAAA;IAGf,oCAAoC,KAAA;IAGpC,mBAAmB,KAAA;IAGnB,gB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@@ -653,7 +653,7 @@ exports.VertexShaderBuilder = VertexShaderBuilder;
653
653
  class FragmentShaderBuilder extends ShaderBuilder {
654
654
  requiresEarlyZWorkaround = false;
655
655
  constructor(flags = {}) {
656
- super(24 /* FragmentShaderComponent.COUNT */, flags);
656
+ super(25 /* FragmentShaderComponent.COUNT */, flags);
657
657
  this.addFragOutput("FragColor", -1);
658
658
  }
659
659
  get(id) { return this.getComponent(id); }
@@ -687,13 +687,13 @@ class FragmentShaderBuilder extends ShaderBuilder {
687
687
  prelude.addFunction("bool checkForEarlyDiscard()", checkForEarlyDiscard);
688
688
  main.addline(" if (checkForEarlyDiscard()) { discard; return; }");
689
689
  }
690
- const finalizeNormal = this.get(23 /* FragmentShaderComponent.FinalizeNormal */);
690
+ const finalizeNormal = this.get(24 /* FragmentShaderComponent.FinalizeNormal */);
691
691
  if (undefined !== finalizeNormal) {
692
692
  prelude.addFunction("vec3 finalizeNormal()", finalizeNormal);
693
693
  main.addline(" g_normal = finalizeNormal();");
694
694
  }
695
695
  main.addline(" vec4 baseColor = computeBaseColor();");
696
- const finalizeDepth = this.get(19 /* FragmentShaderComponent.FinalizeDepth */);
696
+ const finalizeDepth = this.get(20 /* FragmentShaderComponent.FinalizeDepth */);
697
697
  if (undefined !== finalizeDepth) {
698
698
  prelude.addFunction("float finalizeDepth()", finalizeDepth);
699
699
  main.addline(" float finalDepth = finalizeDepth();");
@@ -730,7 +730,7 @@ class FragmentShaderBuilder extends ShaderBuilder {
730
730
  prelude.addFunction("vec4 applyPlanarClassifications(vec4 baseColor, float depth)", applyPlanarClassifier);
731
731
  main.addline(`${clipIndent} baseColor = applyPlanarClassifications(baseColor, finalDepth);`);
732
732
  }
733
- const applySolarShadowMap = this.get(14 /* FragmentShaderComponent.ApplySolarShadowMap */);
733
+ const applySolarShadowMap = this.get(15 /* FragmentShaderComponent.ApplySolarShadowMap */);
734
734
  if (undefined !== applySolarShadowMap) {
735
735
  prelude.addFunction("vec4 applySolarShadowMap(vec4 baseColor)", applySolarShadowMap);
736
736
  main.addline(`${clipIndent} baseColor = applySolarShadowMap(baseColor);`);
@@ -779,22 +779,27 @@ class FragmentShaderBuilder extends ShaderBuilder {
779
779
  prelude.addFunction("vec4 applyFlash(vec4 baseColor)", applyFlash);
780
780
  main.addline(" baseColor = applyFlash(baseColor);");
781
781
  }
782
- const applyWiremesh = this.get(15 /* FragmentShaderComponent.ApplyWiremesh */);
782
+ const applyWiremesh = this.get(16 /* FragmentShaderComponent.ApplyWiremesh */);
783
783
  if (applyWiremesh) {
784
784
  prelude.addFunction("vec4 applyWiremesh(vec4 baseColor)", applyWiremesh);
785
785
  main.addline(" baseColor = applyWiremesh(baseColor);");
786
786
  }
787
- const applyAtmosphericScattering = this.get(22 /* FragmentShaderComponent.ApplyAtmosphericScattering */);
787
+ const applyAtmosphericScattering = this.get(23 /* FragmentShaderComponent.ApplyAtmosphericScattering */);
788
788
  if (applyAtmosphericScattering) {
789
789
  prelude.addFunction("vec4 applyAtmosphericScattering(vec4 baseColor)", applyAtmosphericScattering);
790
790
  main.addline(" baseColor = applyAtmosphericScattering(baseColor);");
791
791
  }
792
- const applyDebug = this.get(16 /* FragmentShaderComponent.ApplyDebugColor */);
792
+ const applyDraping = this.get(14 /* FragmentShaderComponent.ApplyDraping */);
793
+ if (undefined !== applyDraping) {
794
+ prelude.addFunction("vec4 applyDraping(vec4 baseColor)", applyDraping);
795
+ main.addline(`${clipIndent} baseColor = applyDraping(baseColor);`);
796
+ }
797
+ const applyDebug = this.get(17 /* FragmentShaderComponent.ApplyDebugColor */);
793
798
  if (undefined !== applyDebug) {
794
799
  prelude.addFunction("vec4 applyDebugColor(vec4 baseColor)", applyDebug);
795
800
  main.addline(" baseColor = applyDebugColor(baseColor);");
796
801
  }
797
- const assignFragData = this.get(17 /* FragmentShaderComponent.AssignFragData */);
802
+ const assignFragData = this.get(18 /* FragmentShaderComponent.AssignFragData */);
798
803
  (0, core_bentley_1.assert)(undefined !== assignFragData);
799
804
  if (undefined !== assignFragData) {
800
805
  prelude.addFunction("void assignFragData(vec4 baseColor)", assignFragData);