@itwin/core-frontend 5.1.4 → 5.1.6

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Files changed (66) hide show
  1. package/CHANGELOG.md +15 -1
  2. package/lib/cjs/PlanarClipMaskState.d.ts +3 -0
  3. package/lib/cjs/PlanarClipMaskState.d.ts.map +1 -1
  4. package/lib/cjs/PlanarClipMaskState.js +5 -1
  5. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  6. package/lib/cjs/ViewContext.d.ts +10 -1
  7. package/lib/cjs/ViewContext.d.ts.map +1 -1
  8. package/lib/cjs/ViewContext.js +12 -1
  9. package/lib/cjs/ViewContext.js.map +1 -1
  10. package/lib/cjs/internal/render/webgl/BatchUniforms.d.ts +4 -1
  11. package/lib/cjs/internal/render/webgl/BatchUniforms.d.ts.map +1 -1
  12. package/lib/cjs/internal/render/webgl/BatchUniforms.js +15 -4
  13. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  14. package/lib/cjs/internal/render/webgl/FeatureOverrides.d.ts +3 -3
  15. package/lib/cjs/internal/render/webgl/FeatureOverrides.d.ts.map +1 -1
  16. package/lib/cjs/internal/render/webgl/FeatureOverrides.js +10 -10
  17. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  18. package/lib/cjs/internal/render/webgl/Graphic.d.ts +3 -3
  19. package/lib/cjs/internal/render/webgl/Graphic.d.ts.map +1 -1
  20. package/lib/cjs/internal/render/webgl/Graphic.js +7 -7
  21. package/lib/cjs/internal/render/webgl/Graphic.js.map +1 -1
  22. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts +1 -0
  23. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  24. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +19 -3
  25. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  26. package/lib/cjs/internal/render/webgl/RenderCommands.d.ts +2 -1
  27. package/lib/cjs/internal/render/webgl/RenderCommands.d.ts.map +1 -1
  28. package/lib/cjs/internal/render/webgl/RenderCommands.js +3 -1
  29. package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
  30. package/lib/cjs/internal/render/webgl/Target.js +2 -2
  31. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  32. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js +1 -1
  33. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js.map +1 -1
  34. package/lib/esm/PlanarClipMaskState.d.ts +3 -0
  35. package/lib/esm/PlanarClipMaskState.d.ts.map +1 -1
  36. package/lib/esm/PlanarClipMaskState.js +5 -1
  37. package/lib/esm/PlanarClipMaskState.js.map +1 -1
  38. package/lib/esm/ViewContext.d.ts +10 -1
  39. package/lib/esm/ViewContext.d.ts.map +1 -1
  40. package/lib/esm/ViewContext.js +12 -1
  41. package/lib/esm/ViewContext.js.map +1 -1
  42. package/lib/esm/internal/render/webgl/BatchUniforms.d.ts +4 -1
  43. package/lib/esm/internal/render/webgl/BatchUniforms.d.ts.map +1 -1
  44. package/lib/esm/internal/render/webgl/BatchUniforms.js +15 -4
  45. package/lib/esm/internal/render/webgl/BatchUniforms.js.map +1 -1
  46. package/lib/esm/internal/render/webgl/FeatureOverrides.d.ts +3 -3
  47. package/lib/esm/internal/render/webgl/FeatureOverrides.d.ts.map +1 -1
  48. package/lib/esm/internal/render/webgl/FeatureOverrides.js +10 -10
  49. package/lib/esm/internal/render/webgl/FeatureOverrides.js.map +1 -1
  50. package/lib/esm/internal/render/webgl/Graphic.d.ts +3 -3
  51. package/lib/esm/internal/render/webgl/Graphic.d.ts.map +1 -1
  52. package/lib/esm/internal/render/webgl/Graphic.js +7 -7
  53. package/lib/esm/internal/render/webgl/Graphic.js.map +1 -1
  54. package/lib/esm/internal/render/webgl/PlanarClassifier.d.ts +1 -0
  55. package/lib/esm/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  56. package/lib/esm/internal/render/webgl/PlanarClassifier.js +19 -3
  57. package/lib/esm/internal/render/webgl/PlanarClassifier.js.map +1 -1
  58. package/lib/esm/internal/render/webgl/RenderCommands.d.ts +2 -1
  59. package/lib/esm/internal/render/webgl/RenderCommands.d.ts.map +1 -1
  60. package/lib/esm/internal/render/webgl/RenderCommands.js +3 -1
  61. package/lib/esm/internal/render/webgl/RenderCommands.js.map +1 -1
  62. package/lib/esm/internal/render/webgl/Target.js +2 -2
  63. package/lib/esm/internal/render/webgl/Target.js.map +1 -1
  64. package/lib/esm/internal/render/webgl/VisibleTileFeatures.js +1 -1
  65. package/lib/esm/internal/render/webgl/VisibleTileFeatures.js.map +1 -1
  66. package/package.json +20 -20
@@ -17,6 +17,7 @@ export class PlanarClipMaskState {
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  _tileTreeRefs;
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  _allLoaded = false;
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  _usingViewportOverrides = false;
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+ _overridesModelVisibility = false;
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  _maskRange = Range3d.createNull();
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  constructor(settings) {
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  this.settings = settings;
@@ -29,6 +30,8 @@ export class PlanarClipMaskState {
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  }
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  get usingViewportOverrides() { return this._usingViewportOverrides; }
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  ;
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+ /** @internal */
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+ get overridesModelVisibility() { return this._overridesModelVisibility; }
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  discloseTileTrees(trees) {
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  if (this._tileTreeRefs)
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  this._tileTreeRefs.forEach((treeRef) => treeRef.discloseTileTrees(trees));
@@ -64,7 +67,7 @@ export class PlanarClipMaskState {
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  }
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  // Returns any potential FeatureSymbology overrides for drawing the planar clip mask.
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  getPlanarClipMaskSymbologyOverrides(context, featureSymbologySource) {
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- this._usingViewportOverrides = false;
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+ this._usingViewportOverrides = this._overridesModelVisibility = false;
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  // First obtain a list of models that will need to be turned off for drawing the planar clip mask (only used for batched tile trees).
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  const overrideModels = context.viewport.view.isSpatialView() ? context.viewport.view.getModelsNotInMask(this.settings.modelIds, PlanarClipMaskMode.Priority === this.settings.mode) : undefined;
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  const noSubCategoryOrElementIds = !this.settings.subCategoryOrElementIds;
@@ -74,6 +77,7 @@ export class PlanarClipMaskState {
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  const viewport = overrideModels && ovrBasedOnContext ? context.viewport : undefined;
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  const overrides = FeatureSymbology.Overrides.withSource(featureSymbologySource, viewport);
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  if (overrideModels) {
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+ this._overridesModelVisibility = true;
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  // overrideModels is used for batched models. For those, we need to create model overrides to turn off models that are
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  // not wanted in the mask (using transparency) no matter what mask mode is being used.
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  const appOff = FeatureAppearance.fromTransparency(1.0);
@@ -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 Views\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { FeatureAppearance, PlanarClipMaskMode, PlanarClipMaskPriority, PlanarClipMaskProps, PlanarClipMaskSettings } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\nimport { DisclosedTileTreeSet, TileTreeReference } from \"./tile/internal\";\nimport { SceneContext } from \"./ViewContext\";\nimport { Range3d } from \"@itwin/core-geometry\";\n\n/** The State of Planar Clip Mask applied to a reality model or background map.\n * Handles loading models and their associated tiles for models that are used by masks but may not be otherwise loaded or displayed.\n * @beta\n */\nexport class PlanarClipMaskState {\n public readonly settings: PlanarClipMaskSettings;\n private _tileTreeRefs?: TileTreeReference[];\n private _allLoaded = false;\n private _usingViewportOverrides = false;\n private _maskRange: Range3d = Range3d.createNull();\n\n private constructor(settings: PlanarClipMaskSettings) {\n this.settings = settings;\n }\n\n public static create(settings: PlanarClipMaskSettings): PlanarClipMaskState {\n return new PlanarClipMaskState(settings);\n }\n\n public static fromJSON(props: PlanarClipMaskProps): PlanarClipMaskState {\n return this.create(PlanarClipMaskSettings.fromJSON(props));\n }\n\n public get usingViewportOverrides(): boolean { return this._usingViewportOverrides; };\n\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\n if (this._tileTreeRefs)\n this._tileTreeRefs.forEach((treeRef) => treeRef.discloseTileTrees(trees));\n }\n\n // Returns the TileTreeReferences for the models that need to be drawn to create the planar clip mask, and extend the maskRange if needed.\n public getTileTrees(context: SceneContext, classifiedModelId: Id64String, maskRange: Range3d): TileTreeReference[] | undefined {\n if (this.settings.mode === PlanarClipMaskMode.Priority) {\n // For priority mode we simply want refs for all viewed models if the priority is higher than the mask priority.\n // For this case, we don't need a maskRange so leave it as null.\n const viewTrees = new Array<TileTreeReference>();\n const thisPriority = this.settings.priority === undefined ? PlanarClipMaskPriority.RealityModel : this.settings.priority;\n for (const ref of context.viewport.getTileTreeRefs()) {\n const tree = ref.treeOwner.load();\n if (tree && tree.modelId !== classifiedModelId && ref.planarClipMaskPriority > thisPriority)\n viewTrees.push(ref);\n }\n\n return viewTrees;\n }\n\n // For all other modes we need to let the tree refs in the view state decide which refs need to be drawn\n // since batched tiles cannot turn on/off individual models just by their tile tree refs.\n // Keep calling this until loaded so that the range is valid.\n if (!this._allLoaded) {\n this._tileTreeRefs = new Array<TileTreeReference>();\n if (this.settings.modelIds && context.viewport.view.isSpatialView()) {\n context.viewport.view.collectMaskRefs(this.settings.modelIds, this._tileTreeRefs, maskRange);\n }\n this._allLoaded = this._tileTreeRefs.every((treeRef) => treeRef.treeOwner.load() !== undefined);\n maskRange.clone(this._maskRange);\n } else // If already loaded, just set the maskRange to the saved maskRange.\n this._maskRange.clone(maskRange);\n\n return this._allLoaded ? this._tileTreeRefs : undefined;\n }\n\n // Returns any potential FeatureSymbology overrides for drawing the planar clip mask.\n public getPlanarClipMaskSymbologyOverrides(context: SceneContext, featureSymbologySource: FeatureSymbology.Source): FeatureSymbology.Overrides | undefined {\n this._usingViewportOverrides = false;\n // First obtain a list of models that will need to be turned off for drawing the planar clip mask (only used for batched tile trees).\n const overrideModels = context.viewport.view.isSpatialView() ? context.viewport.view.getModelsNotInMask(this.settings.modelIds, PlanarClipMaskMode.Priority === this.settings.mode) : undefined;\n\n const noSubCategoryOrElementIds = !this.settings.subCategoryOrElementIds;\n if (noSubCategoryOrElementIds && !overrideModels)\n return undefined;\n\n const ovrBasedOnContext = PlanarClipMaskMode.Priority === this.settings.mode || PlanarClipMaskMode.Models === this.settings.mode || noSubCategoryOrElementIds;\n const viewport = overrideModels && ovrBasedOnContext ? context.viewport : undefined;\n const overrides = FeatureSymbology.Overrides.withSource(featureSymbologySource, viewport);\n\n if (overrideModels) {\n // overrideModels is used for batched models. For those, we need to create model overrides to turn off models that are\n // not wanted in the mask (using transparency) no matter what mask mode is being used.\n const appOff = FeatureAppearance.fromTransparency(1.0);\n // For Priority or Models mode, we need to start with the current overrides and modify them\n if (ovrBasedOnContext) {\n this._usingViewportOverrides = true; // Set flag to use listener since context.viewport might change afterwards.\n overrides.addInvisibleElementOverridesToNeverDrawn(); // need this for fully trans element overrides to not participate in mask\n overrideModels.forEach((modelId: string) => {\n overrides.override({ modelId, appearance: appOff, onConflict: \"replace\" });\n });\n return overrides;\n }\n // Otherwise, we just start with a default overrides and modify it.\n overrideModels.forEach((modelId: string) => {\n overrides.override({ modelId, appearance: appOff, onConflict: \"replace\" });\n });\n }\n\n // Add overrides to turn things on or off based on the subcategories or elements in the mask settings.\n switch (this.settings.mode) {\n case PlanarClipMaskMode.IncludeElements: {\n overrides.setAlwaysDrawnSet(this.settings.subCategoryOrElementIds!, true);\n return overrides;\n }\n case PlanarClipMaskMode.ExcludeElements: {\n overrides.ignoreSubCategory = true;\n overrides.setNeverDrawnSet(this.settings.subCategoryOrElementIds!);\n return overrides;\n }\n case PlanarClipMaskMode.IncludeSubCategories: {\n for (const subCategoryId of this.settings.subCategoryOrElementIds!)\n overrides.setVisibleSubCategory(subCategoryId);\n return overrides;\n }\n }\n\n return undefined;\n }\n}\n"]}
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 Views\n */\n\nimport { Id64String } from \"@itwin/core-bentley\";\nimport { FeatureAppearance, PlanarClipMaskMode, PlanarClipMaskPriority, PlanarClipMaskProps, PlanarClipMaskSettings } from \"@itwin/core-common\";\nimport { FeatureSymbology } from \"./render/FeatureSymbology\";\nimport { DisclosedTileTreeSet, TileTreeReference } from \"./tile/internal\";\nimport { SceneContext } from \"./ViewContext\";\nimport { Range3d } from \"@itwin/core-geometry\";\n\n/** The State of Planar Clip Mask applied to a reality model or background map.\n * Handles loading models and their associated tiles for models that are used by masks but may not be otherwise loaded or displayed.\n * @beta\n */\nexport class PlanarClipMaskState {\n public readonly settings: PlanarClipMaskSettings;\n private _tileTreeRefs?: TileTreeReference[];\n private _allLoaded = false;\n private _usingViewportOverrides = false;\n private _overridesModelVisibility = false;\n private _maskRange: Range3d = Range3d.createNull();\n\n private constructor(settings: PlanarClipMaskSettings) {\n this.settings = settings;\n }\n\n public static create(settings: PlanarClipMaskSettings): PlanarClipMaskState {\n return new PlanarClipMaskState(settings);\n }\n\n public static fromJSON(props: PlanarClipMaskProps): PlanarClipMaskState {\n return this.create(PlanarClipMaskSettings.fromJSON(props));\n }\n\n public get usingViewportOverrides(): boolean { return this._usingViewportOverrides; };\n\n /** @internal */\n public get overridesModelVisibility(): boolean { return this._overridesModelVisibility; }\n\n public discloseTileTrees(trees: DisclosedTileTreeSet): void {\n if (this._tileTreeRefs)\n this._tileTreeRefs.forEach((treeRef) => treeRef.discloseTileTrees(trees));\n }\n\n // Returns the TileTreeReferences for the models that need to be drawn to create the planar clip mask, and extend the maskRange if needed.\n public getTileTrees(context: SceneContext, classifiedModelId: Id64String, maskRange: Range3d): TileTreeReference[] | undefined {\n if (this.settings.mode === PlanarClipMaskMode.Priority) {\n // For priority mode we simply want refs for all viewed models if the priority is higher than the mask priority.\n // For this case, we don't need a maskRange so leave it as null.\n const viewTrees = new Array<TileTreeReference>();\n const thisPriority = this.settings.priority === undefined ? PlanarClipMaskPriority.RealityModel : this.settings.priority;\n for (const ref of context.viewport.getTileTreeRefs()) {\n const tree = ref.treeOwner.load();\n if (tree && tree.modelId !== classifiedModelId && ref.planarClipMaskPriority > thisPriority)\n viewTrees.push(ref);\n }\n\n return viewTrees;\n }\n\n // For all other modes we need to let the tree refs in the view state decide which refs need to be drawn\n // since batched tiles cannot turn on/off individual models just by their tile tree refs.\n // Keep calling this until loaded so that the range is valid.\n if (!this._allLoaded) {\n this._tileTreeRefs = new Array<TileTreeReference>();\n if (this.settings.modelIds && context.viewport.view.isSpatialView()) {\n context.viewport.view.collectMaskRefs(this.settings.modelIds, this._tileTreeRefs, maskRange);\n }\n this._allLoaded = this._tileTreeRefs.every((treeRef) => treeRef.treeOwner.load() !== undefined);\n maskRange.clone(this._maskRange);\n } else // If already loaded, just set the maskRange to the saved maskRange.\n this._maskRange.clone(maskRange);\n\n return this._allLoaded ? this._tileTreeRefs : undefined;\n }\n\n // Returns any potential FeatureSymbology overrides for drawing the planar clip mask.\n public getPlanarClipMaskSymbologyOverrides(context: SceneContext, featureSymbologySource: FeatureSymbology.Source): FeatureSymbology.Overrides | undefined {\n this._usingViewportOverrides = this._overridesModelVisibility = false;\n // First obtain a list of models that will need to be turned off for drawing the planar clip mask (only used for batched tile trees).\n const overrideModels = context.viewport.view.isSpatialView() ? context.viewport.view.getModelsNotInMask(this.settings.modelIds, PlanarClipMaskMode.Priority === this.settings.mode) : undefined;\n\n const noSubCategoryOrElementIds = !this.settings.subCategoryOrElementIds;\n if (noSubCategoryOrElementIds && !overrideModels)\n return undefined;\n\n const ovrBasedOnContext = PlanarClipMaskMode.Priority === this.settings.mode || PlanarClipMaskMode.Models === this.settings.mode || noSubCategoryOrElementIds;\n const viewport = overrideModels && ovrBasedOnContext ? context.viewport : undefined;\n const overrides = FeatureSymbology.Overrides.withSource(featureSymbologySource, viewport);\n\n if (overrideModels) {\n this._overridesModelVisibility = true;\n // overrideModels is used for batched models. For those, we need to create model overrides to turn off models that are\n // not wanted in the mask (using transparency) no matter what mask mode is being used.\n const appOff = FeatureAppearance.fromTransparency(1.0);\n // For Priority or Models mode, we need to start with the current overrides and modify them\n if (ovrBasedOnContext) {\n this._usingViewportOverrides = true; // Set flag to use listener since context.viewport might change afterwards.\n overrides.addInvisibleElementOverridesToNeverDrawn(); // need this for fully trans element overrides to not participate in mask\n overrideModels.forEach((modelId: string) => {\n overrides.override({ modelId, appearance: appOff, onConflict: \"replace\" });\n });\n return overrides;\n }\n // Otherwise, we just start with a default overrides and modify it.\n overrideModels.forEach((modelId: string) => {\n overrides.override({ modelId, appearance: appOff, onConflict: \"replace\" });\n });\n }\n\n // Add overrides to turn things on or off based on the subcategories or elements in the mask settings.\n switch (this.settings.mode) {\n case PlanarClipMaskMode.IncludeElements: {\n overrides.setAlwaysDrawnSet(this.settings.subCategoryOrElementIds!, true);\n return overrides;\n }\n case PlanarClipMaskMode.ExcludeElements: {\n overrides.ignoreSubCategory = true;\n overrides.setNeverDrawnSet(this.settings.subCategoryOrElementIds!);\n return overrides;\n }\n case PlanarClipMaskMode.IncludeSubCategories: {\n for (const subCategoryId of this.settings.subCategoryOrElementIds!)\n overrides.setVisibleSubCategory(subCategoryId);\n return overrides;\n }\n }\n\n return undefined;\n }\n}\n"]}
@@ -71,8 +71,17 @@ export declare class RenderContext {
71
71
  export declare class DynamicsContext extends RenderContext {
72
72
  private _foreground?;
73
73
  private _overlay?;
74
- /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]]. */
74
+ /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].
75
+ * These graphics are drawn as [[GraphicType.Scene]].
76
+ * @see [[addOverlay]] to add a graphic to be drawn as an overlay instead.
77
+ */
75
78
  addGraphic(graphic: RenderGraphic): void;
79
+ /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].
80
+ * These graphics are drawn as part of the viewport's scene as described by [[GraphicType.Scene]], except
81
+ * that they always draw on top of other graphics as with [[GraphicType.WorldOverlay]].
82
+ * @see [[addGraphic]] to add an ordinary scene graphic instead.
83
+ */
84
+ addOverlay(graphic: RenderGraphic): void;
76
85
  /** @internal */
77
86
  add(graphic: RenderGraphic, isOverlay: boolean): void;
78
87
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"ViewContext.d.ts","sourceRoot":"","sources":["../../src/ViewContext.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EACL,QAAQ,EAAE,OAAO,EACjB,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EACnC,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACvE,OAAO,EAAoB,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAExE,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,gBAAgB,EAAE,MAAM,2BAA2B,CAAC;AAC7D,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC7E,OAAO,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,yBAAyB,CAAC;AACxF,OAAO,EAAe,aAAa,EAAE,MAAM,wBAAwB,CAAC;AACpE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAClF,OAAO,EAAE,YAAY,EAAG,MAAM,uBAAuB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AACvC,OAAO,EAAE,kCAAkC,EAAE,IAAI,EAAE,eAAe,EAAkB,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC/H,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAA8B,cAAc,EAAE,QAAQ,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AACrG,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,kBAAkB,EAAE,MAAM,sCAAsC,CAAC;AAE1E;;;GAGG;AACH,qBAAa,aAAa;IACxB,2DAA2D;IAC3D,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAW;IACrC,yDAAyD;IACzD,SAAgB,OAAO,EAAE,OAAO,CAAC;IACjC,gEAAgE;IAChE,SAAgB,aAAa,EAAE,aAAa,CAAC;gBAEjC,EAAE,EAAE,QAAQ,EAAE,OAAO,CAAC,EAAE,OAAO;IAO3C,yIAAyI;IAClI,mBAAmB,CAAC,OAAO,CAAC,EAAE,OAAO,GAAG,MAAM;IAIrD,qDAAqD;IACrD,IAAW,QAAQ,IAAI,QAAQ,CAE9B;IAED,4EAA4E;IAC5E,IAAW,YAAY,IAAI,YAAY,CAEtC;IAED,gBAAgB;IAChB,IAAW,MAAM,IAAI,YAAY,CAAiC;IAElE,gBAAgB;IAChB,SAAS,CAAC,qBAAqB,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;IAIzG;;;OAGG;IACI,yBAAyB,CAAC,SAAS,CAAC,EAAE,SAAS,GAAG,cAAc;IAIvE,iDAAiD;IAC1C,mBAAmB,CAAC,MAAM,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,oBAAoB,GAAG,aAAa;IAIlH;;;;;OAKG;IACI,YAAY,CAAC,MAAM,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,GAAG,aAAa;IAE9E;;;OAGG;IACI,qBAAqB,CAAC,YAAY,EAAE,MAAM,GAAG,MAAM;CAG3D;AAED;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAO,CAAC,WAAW,CAAC,CAAc;IAClC,OAAO,CAAC,QAAQ,CAAC,CAAc;IAE/B,gGAAgG;IACzF,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI/C,gBAAgB;IACT,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,OAAO;IAMrD,gBAAgB;IACT,cAAc,IAAI,IAAI;IAI7B;;;OAGG;IACI,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;CAG/F;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,oCAAoC;IACpC,QAAQ,EAAE,cAAc,CAAC;IACzB,qEAAqE;IACrE,MAAM,EAAE,WAAW,CAAC;IACpB;;OAEG;IACH,KAAK,CAAC,EAAE,gBAAgB,CAAC;CAC1B;AAED;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAc;IAC3C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmB;IAC1C,OAAO,CAAC,sBAAsB,CAAC,CAAoB;IAEnD,oFAAoF;IACpF,IAAoB,QAAQ,IAAI,cAAc,CAE7C;IAED,gBAAgB;gBACJ,EAAE,EAAE,cAAc,EAAE,WAAW,EAAE,WAAW,EAAE,KAAK,EAAE,gBAAgB;IAMjF;;;;OAIG;WACW,MAAM,CAAC,IAAI,EAAE,yBAAyB,GAAG,eAAe;IAItE;;;;;;;OAOG;IACI,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,SAAS,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,UAAU,GAAG,cAAc;IAItG;;;OAGG;IACI,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;IAI9F,gBAAgB;IACT,gBAAgB,CAAC,SAAS,EAAE,iBAAiB,GAAG,IAAI;IAmB3D,6FAA6F;IAC7F,OAAO,CAAC,YAAY;IAgBpB,OAAO,CAAC,cAAc;IAKtB;;;;OAIG;IACI,wBAAwB,CAAC,OAAO,EAAE,cAAc;IAIvD;;;;;OAKG;IACI,aAAa,CAAC,IAAI,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa;IAsCjE,mFAAmF;IAC5E,mBAAmB,CAAC,UAAU,EAAE,gBAAgB,EAAE,OAAO,UAAQ;IAcxE,2FAA2F;IACpF,iBAAiB,CAAC,UAAU,EAAE,WAAW;IAYhD,gBAAgB;IACT,gBAAgB,CAAC,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,EAAE,iBAAiB,CAAC,EAAE,OAAO,GAAG,IAAI;IAalK;;OAEG;IACI,SAAS,CAAC,OAAO,EAAE,aAAa;IAIvC,wHAAwH;IACjH,iBAAiB,CAAC,OAAO,EAAE,aAAa;CAGhD;AAED;;;;GAIG;AACH,qBAAa,YAAa,SAAQ,aAAa;IAC7C,OAAO,CAAC,kBAAkB,CAAS;IACnC,yCAAyC;IACzC,SAAgB,KAAK,QAAe;IAEpC,gBAAgB;IAChB,SAAgB,YAAY,YAAmB;IAE/C,gBAAgB;IACT,mBAAmB,IAAI,IAAI;IAIlC,gBAAgB;IAChB,IAAW,eAAe,IAAI,OAAO,CAEpC;IAED,OAAO,CAAC,aAAa,CAAC,CAAe;IACrC,OAAO,CAAC,YAAY,CAA0C;gBAE3C,EAAE,EAAE,QAAQ,EAAE,OAAO,CAAC,EAAE,OAAO;IAIlD,8CAA8C;IAC9C,IAAW,YAAY,IAAI,YAAY,CAEtC;IAED,gBAAgB;IAChB,IAAW,WAAW,oBAAgC;IAEtD,8CAA8C;IACvC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAclD,6IAA6I;IACtI,iBAAiB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAU1C,gBAAgB;IACT,mBAAmB,IAAI,IAAI;IAIlC,gBAAgB;IACT,mBAAmB,CAAC,iBAAiB,EAAE,UAAU,EAAE,cAAc,CAAC,EAAE,kCAAkC,EAAE,cAAc,CAAC,EAAE,mBAAmB,GAAG,sBAAsB,GAAG,SAAS;IAexL,gBAAgB;IACT,2BAA2B,CAAC,OAAO,EAAE,UAAU;IAItD,gBAAgB;IACT,wBAAwB,CAAC,aAAa,EAAE,iBAAiB,EAAE,YAAY,EAAE,OAAO,GAAG,SAAS,GAAG,kBAAkB,GAAG,SAAS;IAoBpI,gBAAgB;IACT,uBAAuB,CAAC,OAAO,EAAE,UAAU;IAIlD,gBAAgB;IACT,eAAe,CAAC,IAAI,EAAE,eAAe,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IASrE,+DAA+D;IAC/D,IAAW,QAAQ,oBAAoC;IACvD,2EAA2E;IAC3E,IAAW,kBAAkB,oBAAoC;IACjE,gFAAgF;IAChF,IAAW,eAAe,oBAAiC;IAC3D,gBAAgB;IAChB,IAAW,iBAAiB,wCAA2C;IACvE,gBAAgB;IAChB,IAAW,aAAa,oCAAuC;IAE/D,gBAAgB;IACT,mBAAmB,CAAC,UAAU,EAAE,uBAAuB,EAAE,OAAO,EAAE,UAAU,GAAG,IAAI;CAG3F"}
1
+ {"version":3,"file":"ViewContext.d.ts","sourceRoot":"","sources":["../../src/ViewContext.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EACL,QAAQ,EAAE,OAAO,EACjB,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EACnC,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AACvE,OAAO,EAAoB,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAExE,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,gBAAgB,EAAE,MAAM,2BAA2B,CAAC;AAC7D,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC7E,OAAO,EAAE,cAAc,EAAE,6BAA6B,EAAE,MAAM,yBAAyB,CAAC;AACxF,OAAO,EAAe,aAAa,EAAE,MAAM,wBAAwB,CAAC;AACpE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0CAA0C,CAAC;AAClF,OAAO,EAAE,YAAY,EAAG,MAAM,uBAAuB,CAAC;AACtD,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AACrD,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AACvC,OAAO,EAAE,kCAAkC,EAAE,IAAI,EAAE,eAAe,EAAkB,iBAAiB,EAAE,MAAM,iBAAiB,CAAC;AAC/H,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,OAAO,EAA8B,cAAc,EAAE,QAAQ,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AACrG,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,OAAO,EAAE,WAAW,EAAE,MAAM,6BAA6B,CAAC;AAC1D,OAAO,EAAE,kBAAkB,EAAE,MAAM,sCAAsC,CAAC;AAE1E;;;GAGG;AACH,qBAAa,aAAa;IACxB,2DAA2D;IAC3D,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAW;IACrC,yDAAyD;IACzD,SAAgB,OAAO,EAAE,OAAO,CAAC;IACjC,gEAAgE;IAChE,SAAgB,aAAa,EAAE,aAAa,CAAC;gBAEjC,EAAE,EAAE,QAAQ,EAAE,OAAO,CAAC,EAAE,OAAO;IAO3C,yIAAyI;IAClI,mBAAmB,CAAC,OAAO,CAAC,EAAE,OAAO,GAAG,MAAM;IAIrD,qDAAqD;IACrD,IAAW,QAAQ,IAAI,QAAQ,CAE9B;IAED,4EAA4E;IAC5E,IAAW,YAAY,IAAI,YAAY,CAEtC;IAED,gBAAgB;IAChB,IAAW,MAAM,IAAI,YAAY,CAAiC;IAElE,gBAAgB;IAChB,SAAS,CAAC,qBAAqB,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;IAIzG;;;OAGG;IACI,yBAAyB,CAAC,SAAS,CAAC,EAAE,SAAS,GAAG,cAAc;IAIvE,iDAAiD;IAC1C,mBAAmB,CAAC,MAAM,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,oBAAoB,GAAG,aAAa;IAIlH;;;;;OAKG;IACI,YAAY,CAAC,MAAM,EAAE,aAAa,EAAE,QAAQ,EAAE,SAAS,GAAG,aAAa;IAE9E;;;OAGG;IACI,qBAAqB,CAAC,YAAY,EAAE,MAAM,GAAG,MAAM;CAG3D;AAED;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAO,CAAC,WAAW,CAAC,CAAc;IAClC,OAAO,CAAC,QAAQ,CAAC,CAAc;IAE/B;;;OAGG;IACI,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI/C;;;;OAIG;IACI,UAAU,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI/C,gBAAgB;IACT,GAAG,CAAC,OAAO,EAAE,aAAa,EAAE,SAAS,EAAE,OAAO;IAMrD,gBAAgB;IACT,cAAc,IAAI,IAAI;IAI7B;;;OAGG;IACI,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;CAG/F;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,oCAAoC;IACpC,QAAQ,EAAE,cAAc,CAAC;IACzB,qEAAqE;IACrE,MAAM,EAAE,WAAW,CAAC;IACpB;;OAEG;IACH,KAAK,CAAC,EAAE,gBAAgB,CAAC;CAC1B;AAED;;;GAGG;AACH,qBAAa,eAAgB,SAAQ,aAAa;IAChD,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAc;IAC3C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAmB;IAC1C,OAAO,CAAC,sBAAsB,CAAC,CAAoB;IAEnD,oFAAoF;IACpF,IAAoB,QAAQ,IAAI,cAAc,CAE7C;IAED,gBAAgB;gBACJ,EAAE,EAAE,cAAc,EAAE,WAAW,EAAE,WAAW,EAAE,KAAK,EAAE,gBAAgB;IAMjF;;;;OAIG;WACW,MAAM,CAAC,IAAI,EAAE,yBAAyB,GAAG,eAAe;IAItE;;;;;;;OAOG;IACI,oBAAoB,CAAC,IAAI,EAAE,WAAW,EAAE,SAAS,CAAC,EAAE,SAAS,EAAE,EAAE,CAAC,EAAE,UAAU,GAAG,cAAc;IAItG;;;OAGG;IACI,aAAa,CAAC,OAAO,EAAE,IAAI,CAAC,6BAA6B,EAAE,UAAU,CAAC,GAAG,cAAc;IAI9F,gBAAgB;IACT,gBAAgB,CAAC,SAAS,EAAE,iBAAiB,GAAG,IAAI;IAmB3D,6FAA6F;IAC7F,OAAO,CAAC,YAAY;IAgBpB,OAAO,CAAC,cAAc;IAKtB;;;;OAIG;IACI,wBAAwB,CAAC,OAAO,EAAE,cAAc;IAIvD;;;;;OAKG;IACI,aAAa,CAAC,IAAI,EAAE,WAAW,EAAE,UAAU,EAAE,aAAa;IAsCjE,mFAAmF;IAC5E,mBAAmB,CAAC,UAAU,EAAE,gBAAgB,EAAE,OAAO,UAAQ;IAcxE,2FAA2F;IACpF,iBAAiB,CAAC,UAAU,EAAE,WAAW;IAYhD,gBAAgB;IACT,gBAAgB,CAAC,UAAU,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,EAAE,iBAAiB,CAAC,EAAE,OAAO,GAAG,IAAI;IAalK;;OAEG;IACI,SAAS,CAAC,OAAO,EAAE,aAAa;IAIvC,wHAAwH;IACjH,iBAAiB,CAAC,OAAO,EAAE,aAAa;CAGhD;AAED;;;;GAIG;AACH,qBAAa,YAAa,SAAQ,aAAa;IAC7C,OAAO,CAAC,kBAAkB,CAAS;IACnC,yCAAyC;IACzC,SAAgB,KAAK,QAAe;IAEpC,gBAAgB;IAChB,SAAgB,YAAY,YAAmB;IAE/C,gBAAgB;IACT,mBAAmB,IAAI,IAAI;IAIlC,gBAAgB;IAChB,IAAW,eAAe,IAAI,OAAO,CAEpC;IAED,OAAO,CAAC,aAAa,CAAC,CAAe;IACrC,OAAO,CAAC,YAAY,CAA0C;gBAE3C,EAAE,EAAE,QAAQ,EAAE,OAAO,CAAC,EAAE,OAAO;IAIlD,8CAA8C;IAC9C,IAAW,YAAY,IAAI,YAAY,CAEtC;IAED,gBAAgB;IAChB,IAAW,WAAW,oBAAgC;IAEtD,8CAA8C;IACvC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAclD,6IAA6I;IACtI,iBAAiB,CAAC,IAAI,EAAE,IAAI,GAAG,IAAI;IAU1C,gBAAgB;IACT,mBAAmB,IAAI,IAAI;IAIlC,gBAAgB;IACT,mBAAmB,CAAC,iBAAiB,EAAE,UAAU,EAAE,cAAc,CAAC,EAAE,kCAAkC,EAAE,cAAc,CAAC,EAAE,mBAAmB,GAAG,sBAAsB,GAAG,SAAS;IAexL,gBAAgB;IACT,2BAA2B,CAAC,OAAO,EAAE,UAAU;IAItD,gBAAgB;IACT,wBAAwB,CAAC,aAAa,EAAE,iBAAiB,EAAE,YAAY,EAAE,OAAO,GAAG,SAAS,GAAG,kBAAkB,GAAG,SAAS;IAoBpI,gBAAgB;IACT,uBAAuB,CAAC,OAAO,EAAE,UAAU;IAIlD,gBAAgB;IACT,eAAe,CAAC,IAAI,EAAE,eAAe,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IASrE,+DAA+D;IAC/D,IAAW,QAAQ,oBAAoC;IACvD,2EAA2E;IAC3E,IAAW,kBAAkB,oBAAoC;IACjE,gFAAgF;IAChF,IAAW,eAAe,oBAAiC;IAC3D,gBAAgB;IAChB,IAAW,iBAAiB,wCAA2C;IACvE,gBAAgB;IAChB,IAAW,aAAa,oCAAuC;IAE/D,gBAAgB;IACT,mBAAmB,CAAC,UAAU,EAAE,uBAAuB,EAAE,OAAO,EAAE,UAAU,GAAG,IAAI;CAG3F"}
@@ -82,10 +82,21 @@ export class RenderContext {
82
82
  export class DynamicsContext extends RenderContext {
83
83
  _foreground;
84
84
  _overlay;
85
- /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]]. */
85
+ /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].
86
+ * These graphics are drawn as [[GraphicType.Scene]].
87
+ * @see [[addOverlay]] to add a graphic to be drawn as an overlay instead.
88
+ */
86
89
  addGraphic(graphic) {
87
90
  this.add(graphic, false);
88
91
  }
92
+ /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].
93
+ * These graphics are drawn as part of the viewport's scene as described by [[GraphicType.Scene]], except
94
+ * that they always draw on top of other graphics as with [[GraphicType.WorldOverlay]].
95
+ * @see [[addGraphic]] to add an ordinary scene graphic instead.
96
+ */
97
+ addOverlay(graphic) {
98
+ this.add(graphic, true);
99
+ }
89
100
  /** @internal */
90
101
  add(graphic, isOverlay) {
91
102
  const key = isOverlay ? "_overlay" : "_foreground";
@@ -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 Rendering\n */\n\nimport { assert, Id64String } from \"@itwin/core-bentley\";\nimport {\n Matrix3d, Point2d,\n Point3d, Range1d, Transform, XAndY,\n} from \"@itwin/core-geometry\";\nimport { Frustum, FrustumPlanes, ViewFlags } from \"@itwin/core-common\";\nimport { CachedDecoration, DecorationsCache } from \"./DecorationsCache\";\nimport { IModelApp } from \"./IModelApp\";\nimport { PlanarClipMaskState } from \"./PlanarClipMaskState\";\nimport { CanvasDecoration } from \"./render/CanvasDecoration\";\nimport { Decorations } from \"./render/Decorations\";\nimport { GraphicBranch, GraphicBranchOptions } from \"./render/GraphicBranch\";\nimport { GraphicBuilder, ViewportGraphicBuilderOptions } from \"./render/GraphicBuilder\";\nimport { GraphicList, RenderGraphic } from \"./render/RenderGraphic\";\nimport { RenderPlanarClassifier } from \"./internal/render/RenderPlanarClassifier\";\nimport { RenderSystem, } from \"./render/RenderSystem\";\nimport { RenderTarget } from \"./render/RenderTarget\";\nimport { Scene } from \"./render/Scene\";\nimport { SpatialClassifierTileTreeReference, Tile, TileGraphicType, TileLoadStatus, TileTreeReference } from \"./tile/internal\";\nimport { ViewingSpace } from \"./ViewingSpace\";\nimport { ELEMENT_MARKED_FOR_REMOVAL, ScreenViewport, Viewport, ViewportDecorator } from \"./Viewport\";\nimport { ActiveSpatialClassifier } from \"./SpatialClassifiersState\";\nimport { GraphicType } from \"./common/render/GraphicType\";\nimport { RenderTextureDrape } from \"./internal/render/RenderTextureDrape\";\n\n/** Provides context for producing [[RenderGraphic]]s for drawing within a [[Viewport]].\n * @public\n * @extensions\n */\nexport class RenderContext {\n /** ViewFlags extracted from the context's [[Viewport]]. */\n public readonly viewFlags: ViewFlags;\n private readonly _viewport: Viewport;\n /** Frustum extracted from the context's [[Viewport]]. */\n public readonly frustum: Frustum;\n /** Frustum planes extracted from the context's [[Viewport]]. */\n public readonly frustumPlanes: FrustumPlanes;\n\n constructor(vp: Viewport, frustum?: Frustum) {\n this._viewport = vp;\n this.viewFlags = vp.viewFlags;\n this.frustum = frustum ? frustum : vp.getFrustum();\n this.frustumPlanes = FrustumPlanes.fromFrustum(this.frustum);\n }\n\n /** Given a point in world coordinates, determine approximately how many pixels it occupies on screen based on this context's frustum. */\n public getPixelSizeAtPoint(inPoint?: Point3d): number {\n return this.viewport.viewingSpace.getPixelSizeAtPoint(inPoint);\n }\n\n /** The [[Viewport]] associated with this context. */\n public get viewport(): Viewport {\n return this._viewport;\n }\n\n /** The [[RenderSystem]] being used to produce graphics for this context. */\n public get renderSystem(): RenderSystem {\n return this.target.renderSystem;\n }\n\n /** @internal */\n public get target(): RenderTarget { return this.viewport.target; }\n\n /** @internal */\n protected _createGraphicBuilder(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this.target.createGraphicBuilder({ ...options, viewport: this.viewport });\n }\n\n /** Create a builder for creating a [[GraphicType.Scene]] [[RenderGraphic]] for rendering within this context's [[Viewport]].\n * @param transform the local-to-world transform in which the builder's geometry is to be defined.\n * @returns A builder for creating a [[GraphicType.Scene]] [[RenderGraphic]] for rendering within this context's [[Viewport]].\n */\n public createSceneGraphicBuilder(transform?: Transform): GraphicBuilder {\n return this._createGraphicBuilder({ type: GraphicType.Scene, placement: transform });\n }\n\n /** Create a graphic from a [[GraphicBranch]]. */\n public createGraphicBranch(branch: GraphicBranch, location: Transform, opts?: GraphicBranchOptions): RenderGraphic {\n return this.target.renderSystem.createGraphicBranch(branch, location, opts);\n }\n\n /** Create a [[RenderGraphic]] which groups a set of graphics into a node in a scene graph, applying to each a transform and optional clip volume and symbology overrides.\n * @param branch Contains the group of graphics and the symbology overrides.\n * @param location the local-to-world transform applied to the grouped graphics.\n * @returns A RenderGraphic suitable for drawing the scene graph node within this context's [[Viewport]].\n * @see [[RenderSystem.createBranch]]\n */\n public createBranch(branch: GraphicBranch, location: Transform): RenderGraphic { return this.createGraphicBranch(branch, location); }\n\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\n * Used when computing LOD for graphics.\n * @internal\n */\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\n return this.viewport.target.adjustPixelSizeForLOD(cssPixelSize);\n }\n}\n\n/** Provides context for an [[InteractiveTool]] to display decorations representing its current state.\n * @see [[InteractiveTool.onDynamicFrame]]\n * @public\n */\nexport class DynamicsContext extends RenderContext {\n private _foreground?: GraphicList;\n private _overlay?: GraphicList;\n\n /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]]. */\n public addGraphic(graphic: RenderGraphic): void {\n this.add(graphic, false);\n }\n\n /** @internal */\n public add(graphic: RenderGraphic, isOverlay: boolean) {\n const key = isOverlay ? \"_overlay\" : \"_foreground\";\n const list = this[key] ?? (this[key] = []);\n list.push(graphic);\n }\n\n /** @internal */\n public changeDynamics(): void {\n this.viewport.changeDynamics(this._foreground, this._overlay);\n }\n\n /** Create a builder for producing a [[RenderGraphic]] appropriate for rendering within this context's [[Viewport]].\n * @param options Options describing how to create the builder.\n * @returns A builder that produces a [[RenderGraphic]].\n */\n public createGraphic(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this._createGraphicBuilder(options);\n }\n}\n\n/** Arguments supplied to [[DecorateContext.create]].\n * @public\n */\nexport interface DecorateContextCreateArgs {\n /** The viewport to be decorated. */\n viewport: ScreenViewport;\n /** The set of decoration graphics to be populated by the context. */\n output: Decorations;\n /** Optional cache. If omitted, one will be created.\n * @internal\n */\n cache?: DecorationsCache;\n}\n\n/** Provides context for a [[ViewportDecorator]] to add [[Decorations]] to be rendered within a [[Viewport]].\n * @public\n * @extensions\n */\nexport class DecorateContext extends RenderContext {\n private readonly _decorations: Decorations;\n private readonly _cache: DecorationsCache;\n private _curCacheableDecorator?: ViewportDecorator;\n\n /** The [[ScreenViewport]] in which this context's [[Decorations]] will be drawn. */\n public override get viewport(): ScreenViewport {\n return super.viewport as ScreenViewport;\n }\n\n /** @internal */\n constructor(vp: ScreenViewport, decorations: Decorations, cache: DecorationsCache) {\n super(vp);\n this._decorations = decorations;\n this._cache = cache;\n }\n\n /** Create a new DecorateContext.\n * @param args Describes the inputs to the context.\n * @note Typically the [[ScreenViewport]] takes care of creating the context for you.\n * @public\n */\n public static create(args: DecorateContextCreateArgs): DecorateContext {\n return new DecorateContext(args.viewport, args.output, args.cache ?? new DecorationsCache());\n }\n\n /** Create a builder for creating a [[RenderGraphic]] of the specified type appropriate for rendering within this context's [[Viewport]].\n * @param type The type of builder to create.\n * @param transform the local-to-world transform in which the builder's geometry is to be defined.\n * @param id If the decoration is to be pickable, a unique identifier to associate with the resultant [[RenderGraphic]].\n * @returns A builder for creating a [[RenderGraphic]] of the specified type appropriate for rendering within this context's [[Viewport]].\n * @see [[IModelConnection.transientIds]] for obtaining an ID for a pickable decoration.\n * @see [[createGraphic]] for more options.\n */\n public createGraphicBuilder(type: GraphicType, transform?: Transform, id?: Id64String): GraphicBuilder {\n return this.createGraphic({ type, placement: transform, pickable: undefined !== id ? { id } : undefined });\n }\n\n /** Create a builder for producing a [[RenderGraphic]] appropriate for rendering within this context's [[Viewport]].\n * @param options Options describing how to create the builder.\n * @returns A builder that produces a [[RenderGraphic]].\n */\n public createGraphic(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this._createGraphicBuilder(options);\n }\n\n /** @internal */\n public addFromDecorator(decorator: ViewportDecorator): void {\n assert(undefined === this._curCacheableDecorator);\n try {\n if (decorator.useCachedDecorations) {\n const cached = this._cache.get(decorator);\n if (cached) {\n this.restoreCache(cached);\n return;\n }\n\n this._curCacheableDecorator = decorator;\n }\n\n decorator.decorate(this);\n } finally {\n this._curCacheableDecorator = undefined;\n }\n }\n\n /** Restores decorations onto this context from the specified array of cached decorations. */\n private restoreCache(cachedDecorations: CachedDecoration[]) {\n cachedDecorations.forEach((cachedDecoration) => {\n switch (cachedDecoration.type) {\n case \"graphic\":\n this.addDecoration(cachedDecoration.graphicType, cachedDecoration.graphicOwner);\n break;\n case \"canvas\":\n this.addCanvasDecoration(cachedDecoration.canvasDecoration, cachedDecoration.atFront);\n break;\n case \"html\":\n this.addHtmlDecoration(cachedDecoration.htmlElement);\n break;\n }\n });\n }\n\n private _appendToCache(decoration: CachedDecoration) {\n assert(undefined !== this._curCacheableDecorator);\n this._cache.add(this._curCacheableDecorator, decoration);\n }\n\n /** Calls [[GraphicBuilder.finish]] on the supplied builder to obtain a [[RenderGraphic]], then adds the graphic to the appropriate list of\n * [[Decorations]].\n * @param builder The builder from which to extract the graphic.\n * @note The builder should not be used after calling this method.\n */\n public addDecorationFromBuilder(builder: GraphicBuilder) {\n this.addDecoration(builder.type, builder.finish());\n }\n\n /** Adds a graphic to the set of [[Decorations]] to be drawn in this context's [[ScreenViewport]].\n * @param The type of the graphic, which determines to which list of decorations it is added.\n * @param decoration The decoration graphic to add.\n * @note The type must match the type with which the [[RenderGraphic]]'s [[GraphicBuilder]] was constructed.\n * @see [[DecorateContext.addDecorationFromBuilder]] for a more convenient API.\n */\n public addDecoration(type: GraphicType, decoration: RenderGraphic) {\n if (this._curCacheableDecorator) {\n const graphicOwner = this.target.renderSystem.createGraphicOwner(decoration);\n this._appendToCache({ type: \"graphic\", graphicOwner, graphicType: type });\n decoration = graphicOwner;\n }\n\n switch (type) {\n case GraphicType.Scene:\n if (undefined === this._decorations.normal)\n this._decorations.normal = [];\n this._decorations.normal.push(decoration);\n break;\n\n case GraphicType.WorldDecoration:\n if (!this._decorations.world)\n this._decorations.world = [];\n this._decorations.world.push(decoration);\n break;\n\n case GraphicType.WorldOverlay:\n if (!this._decorations.worldOverlay)\n this._decorations.worldOverlay = [];\n this._decorations.worldOverlay.push(decoration);\n break;\n\n case GraphicType.ViewOverlay:\n if (!this._decorations.viewOverlay)\n this._decorations.viewOverlay = [];\n this._decorations.viewOverlay.push(decoration);\n break;\n\n case GraphicType.ViewBackground:\n this.setViewBackground(decoration);\n break;\n }\n }\n\n /** Add a [[CanvasDecoration]] to be drawn in this context's [[ScreenViewport]]. */\n public addCanvasDecoration(decoration: CanvasDecoration, atFront = false) {\n if (this._curCacheableDecorator)\n this._appendToCache({ type: \"canvas\", canvasDecoration: decoration, atFront });\n\n if (undefined === this._decorations.canvasDecorations)\n this._decorations.canvasDecorations = [];\n\n const list = this._decorations.canvasDecorations;\n if (0 === list.length || true === atFront)\n list.push(decoration);\n else\n list.unshift(decoration);\n }\n\n /** Add an HTMLElement to be drawn as a decoration in this context's [[ScreenViewport]]. */\n public addHtmlDecoration(decoration: HTMLElement) {\n if (this._curCacheableDecorator)\n this._appendToCache({ type: \"html\", htmlElement: decoration });\n\n // an element decoration being added might already be on the decorationDiv, just marked for removal\n if (decoration[ELEMENT_MARKED_FOR_REMOVAL]) {\n decoration[ELEMENT_MARKED_FOR_REMOVAL] = false;\n } else if (decoration.parentElement !== this.viewport.decorationDiv) {\n this.viewport.decorationDiv.appendChild(decoration);\n }\n }\n\n /** @internal */\n public drawStandardGrid(gridOrigin: Point3d, rMatrix: Matrix3d, spacing: XAndY, gridsPerRef: number, _isoGrid: boolean = false, _fixedRepetitions?: Point2d): void {\n const vp = this.viewport;\n\n if (vp.viewingGlobe)\n return;\n\n const color = vp.getContrastToBackgroundColor();\n const planarGrid = this.viewport.target.renderSystem.createPlanarGrid(vp.getFrustum(), { origin: gridOrigin, rMatrix, spacing, gridsPerRef, color });\n if (planarGrid) {\n this.addDecoration(GraphicType.WorldDecoration, planarGrid);\n }\n }\n\n /** Display skyBox graphic that encompasses entire scene and rotates with camera.\n * @see [[RenderSystem.createSkyBox]].\n */\n public setSkyBox(graphic: RenderGraphic) {\n this._decorations.skyBox = graphic;\n }\n\n /** Set the graphic to be displayed behind all other geometry as the background of this context's [[ScreenViewport]]. */\n public setViewBackground(graphic: RenderGraphic) {\n this._decorations.viewBackground = graphic;\n }\n}\n\n/** Context used to create the scene to be drawn in a [[Viewport]]. The scene consists of a set of [[RenderGraphic]]s produced by the\n * [[TileTree]]s visible within the viewport. Creating the scene may result in the enqueueing of requests for [[Tile]] content which\n * should be displayed in the viewport but are not yet loaded.\n * @public\n */\nexport class SceneContext extends RenderContext {\n private _missingChildTiles = false;\n /** The graphics comprising the scene. */\n public readonly scene = new Scene();\n\n /** @internal */\n public readonly missingTiles = new Set<Tile>();\n\n /** @internal */\n public markChildrenLoading(): void {\n this._missingChildTiles = true;\n }\n\n /** @internal */\n public get hasMissingTiles(): boolean {\n return this._missingChildTiles || this.missingTiles.size > 0;\n }\n\n private _viewingSpace?: ViewingSpace;\n private _graphicType: TileGraphicType = TileGraphicType.Scene;\n\n public constructor(vp: Viewport, frustum?: Frustum) {\n super(vp, frustum);\n }\n\n /** The viewed volume containing the scene. */\n public get viewingSpace(): ViewingSpace {\n return undefined !== this._viewingSpace ? this._viewingSpace : this.viewport.viewingSpace;\n }\n\n /** @internal */\n public get graphicType() { return this._graphicType; }\n\n /** Add the specified graphic to the scene. */\n public outputGraphic(graphic: RenderGraphic): void {\n switch (this._graphicType) {\n case TileGraphicType.BackgroundMap:\n this.backgroundGraphics.push(graphic);\n break;\n case TileGraphicType.Overlay:\n this.overlayGraphics.push(graphic);\n break;\n default:\n this.graphics.push(graphic);\n break;\n }\n }\n\n /** Indicate that the specified tile is desired for the scene but is not yet ready. A request to load its contents will later be enqueued. */\n public insertMissingTile(tile: Tile): void {\n switch (tile.loadStatus) {\n case TileLoadStatus.NotLoaded:\n case TileLoadStatus.Queued:\n case TileLoadStatus.Loading:\n this.missingTiles.add(tile);\n break;\n }\n }\n\n /** @internal */\n public requestMissingTiles(): void {\n IModelApp.tileAdmin.requestTiles(this.viewport, this.missingTiles);\n }\n\n /** @internal */\n public addPlanarClassifier(classifiedModelId: Id64String, classifierTree?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState): RenderPlanarClassifier | undefined {\n // Target may have the classifier from a previous frame; if not we must create one.\n let classifier = this.viewport.target.getPlanarClassifier(classifiedModelId);\n if (undefined === classifier)\n classifier = this.viewport.target.createPlanarClassifier(classifierTree?.activeClassifier);\n\n // Either way, we need to collect the graphics to draw for this frame, and record that we did so.\n if (undefined !== classifier) {\n this.planarClassifiers.set(classifiedModelId, classifier);\n classifier.setSource(classifierTree, planarClipMask);\n }\n\n return classifier;\n }\n\n /** @internal */\n public getPlanarClassifierForModel(modelId: Id64String) {\n return this.planarClassifiers.get(modelId);\n }\n\n /** @internal */\n public addBackgroundDrapedModel(drapedTreeRef: TileTreeReference, _heightRange: Range1d | undefined): RenderTextureDrape | undefined {\n const drapedTree = drapedTreeRef.treeOwner.tileTree;\n if (undefined === drapedTree)\n return undefined;\n\n const id = drapedTree.modelId;\n let drape = this.getTextureDrapeForModel(id);\n if (undefined !== drape)\n return drape;\n\n drape = this.viewport.target.getTextureDrape(id);\n if (undefined === drape && this.viewport.backgroundDrapeMap)\n drape = this.viewport.target.renderSystem.createBackgroundMapDrape(drapedTreeRef, this.viewport.backgroundDrapeMap);\n\n if (undefined !== drape)\n this.textureDrapes.set(id, drape);\n\n return drape;\n }\n\n /** @internal */\n public getTextureDrapeForModel(modelId: Id64String) {\n return this.textureDrapes.get(modelId);\n }\n\n /** @internal */\n public withGraphicType(type: TileGraphicType, func: () => void): void {\n const prevType = this._graphicType;\n this._graphicType = type;\n\n func();\n\n this._graphicType = prevType;\n }\n\n /** The graphics in the scene that will be drawn with depth. */\n public get graphics() { return this.scene.foreground; }\n /** The graphics that will be drawn behind everything else in the scene. */\n public get backgroundGraphics() { return this.scene.background; }\n /** The graphics that will be drawn in front of everything else in the scene. */\n public get overlayGraphics() { return this.scene.overlay; }\n /** @internal */\n public get planarClassifiers() { return this.scene.planarClassifiers; }\n /** @internal */\n public get textureDrapes() { return this.scene.textureDrapes; }\n\n /** @internal */\n public setVolumeClassifier(classifier: ActiveSpatialClassifier, modelId: Id64String): void {\n this.scene.volumeClassifier = { classifier, modelId };\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 Rendering\n */\n\nimport { assert, Id64String } from \"@itwin/core-bentley\";\nimport {\n Matrix3d, Point2d,\n Point3d, Range1d, Transform, XAndY,\n} from \"@itwin/core-geometry\";\nimport { Frustum, FrustumPlanes, ViewFlags } from \"@itwin/core-common\";\nimport { CachedDecoration, DecorationsCache } from \"./DecorationsCache\";\nimport { IModelApp } from \"./IModelApp\";\nimport { PlanarClipMaskState } from \"./PlanarClipMaskState\";\nimport { CanvasDecoration } from \"./render/CanvasDecoration\";\nimport { Decorations } from \"./render/Decorations\";\nimport { GraphicBranch, GraphicBranchOptions } from \"./render/GraphicBranch\";\nimport { GraphicBuilder, ViewportGraphicBuilderOptions } from \"./render/GraphicBuilder\";\nimport { GraphicList, RenderGraphic } from \"./render/RenderGraphic\";\nimport { RenderPlanarClassifier } from \"./internal/render/RenderPlanarClassifier\";\nimport { RenderSystem, } from \"./render/RenderSystem\";\nimport { RenderTarget } from \"./render/RenderTarget\";\nimport { Scene } from \"./render/Scene\";\nimport { SpatialClassifierTileTreeReference, Tile, TileGraphicType, TileLoadStatus, TileTreeReference } from \"./tile/internal\";\nimport { ViewingSpace } from \"./ViewingSpace\";\nimport { ELEMENT_MARKED_FOR_REMOVAL, ScreenViewport, Viewport, ViewportDecorator } from \"./Viewport\";\nimport { ActiveSpatialClassifier } from \"./SpatialClassifiersState\";\nimport { GraphicType } from \"./common/render/GraphicType\";\nimport { RenderTextureDrape } from \"./internal/render/RenderTextureDrape\";\n\n/** Provides context for producing [[RenderGraphic]]s for drawing within a [[Viewport]].\n * @public\n * @extensions\n */\nexport class RenderContext {\n /** ViewFlags extracted from the context's [[Viewport]]. */\n public readonly viewFlags: ViewFlags;\n private readonly _viewport: Viewport;\n /** Frustum extracted from the context's [[Viewport]]. */\n public readonly frustum: Frustum;\n /** Frustum planes extracted from the context's [[Viewport]]. */\n public readonly frustumPlanes: FrustumPlanes;\n\n constructor(vp: Viewport, frustum?: Frustum) {\n this._viewport = vp;\n this.viewFlags = vp.viewFlags;\n this.frustum = frustum ? frustum : vp.getFrustum();\n this.frustumPlanes = FrustumPlanes.fromFrustum(this.frustum);\n }\n\n /** Given a point in world coordinates, determine approximately how many pixels it occupies on screen based on this context's frustum. */\n public getPixelSizeAtPoint(inPoint?: Point3d): number {\n return this.viewport.viewingSpace.getPixelSizeAtPoint(inPoint);\n }\n\n /** The [[Viewport]] associated with this context. */\n public get viewport(): Viewport {\n return this._viewport;\n }\n\n /** The [[RenderSystem]] being used to produce graphics for this context. */\n public get renderSystem(): RenderSystem {\n return this.target.renderSystem;\n }\n\n /** @internal */\n public get target(): RenderTarget { return this.viewport.target; }\n\n /** @internal */\n protected _createGraphicBuilder(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this.target.createGraphicBuilder({ ...options, viewport: this.viewport });\n }\n\n /** Create a builder for creating a [[GraphicType.Scene]] [[RenderGraphic]] for rendering within this context's [[Viewport]].\n * @param transform the local-to-world transform in which the builder's geometry is to be defined.\n * @returns A builder for creating a [[GraphicType.Scene]] [[RenderGraphic]] for rendering within this context's [[Viewport]].\n */\n public createSceneGraphicBuilder(transform?: Transform): GraphicBuilder {\n return this._createGraphicBuilder({ type: GraphicType.Scene, placement: transform });\n }\n\n /** Create a graphic from a [[GraphicBranch]]. */\n public createGraphicBranch(branch: GraphicBranch, location: Transform, opts?: GraphicBranchOptions): RenderGraphic {\n return this.target.renderSystem.createGraphicBranch(branch, location, opts);\n }\n\n /** Create a [[RenderGraphic]] which groups a set of graphics into a node in a scene graph, applying to each a transform and optional clip volume and symbology overrides.\n * @param branch Contains the group of graphics and the symbology overrides.\n * @param location the local-to-world transform applied to the grouped graphics.\n * @returns A RenderGraphic suitable for drawing the scene graph node within this context's [[Viewport]].\n * @see [[RenderSystem.createBranch]]\n */\n public createBranch(branch: GraphicBranch, location: Transform): RenderGraphic { return this.createGraphicBranch(branch, location); }\n\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\n * Used when computing LOD for graphics.\n * @internal\n */\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\n return this.viewport.target.adjustPixelSizeForLOD(cssPixelSize);\n }\n}\n\n/** Provides context for an [[InteractiveTool]] to display decorations representing its current state.\n * @see [[InteractiveTool.onDynamicFrame]]\n * @public\n */\nexport class DynamicsContext extends RenderContext {\n private _foreground?: GraphicList;\n private _overlay?: GraphicList;\n\n /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].\n * These graphics are drawn as [[GraphicType.Scene]].\n * @see [[addOverlay]] to add a graphic to be drawn as an overlay instead.\n */\n public addGraphic(graphic: RenderGraphic): void {\n this.add(graphic, false);\n }\n\n /** Add a graphic to the list of dynamic graphics to be drawn in this context's [[Viewport]].\n * These graphics are drawn as part of the viewport's scene as described by [[GraphicType.Scene]], except\n * that they always draw on top of other graphics as with [[GraphicType.WorldOverlay]].\n * @see [[addGraphic]] to add an ordinary scene graphic instead.\n */\n public addOverlay(graphic: RenderGraphic): void {\n this.add(graphic, true);\n }\n\n /** @internal */\n public add(graphic: RenderGraphic, isOverlay: boolean) {\n const key = isOverlay ? \"_overlay\" : \"_foreground\";\n const list = this[key] ?? (this[key] = []);\n list.push(graphic);\n }\n\n /** @internal */\n public changeDynamics(): void {\n this.viewport.changeDynamics(this._foreground, this._overlay);\n }\n\n /** Create a builder for producing a [[RenderGraphic]] appropriate for rendering within this context's [[Viewport]].\n * @param options Options describing how to create the builder.\n * @returns A builder that produces a [[RenderGraphic]].\n */\n public createGraphic(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this._createGraphicBuilder(options);\n }\n}\n\n/** Arguments supplied to [[DecorateContext.create]].\n * @public\n */\nexport interface DecorateContextCreateArgs {\n /** The viewport to be decorated. */\n viewport: ScreenViewport;\n /** The set of decoration graphics to be populated by the context. */\n output: Decorations;\n /** Optional cache. If omitted, one will be created.\n * @internal\n */\n cache?: DecorationsCache;\n}\n\n/** Provides context for a [[ViewportDecorator]] to add [[Decorations]] to be rendered within a [[Viewport]].\n * @public\n * @extensions\n */\nexport class DecorateContext extends RenderContext {\n private readonly _decorations: Decorations;\n private readonly _cache: DecorationsCache;\n private _curCacheableDecorator?: ViewportDecorator;\n\n /** The [[ScreenViewport]] in which this context's [[Decorations]] will be drawn. */\n public override get viewport(): ScreenViewport {\n return super.viewport as ScreenViewport;\n }\n\n /** @internal */\n constructor(vp: ScreenViewport, decorations: Decorations, cache: DecorationsCache) {\n super(vp);\n this._decorations = decorations;\n this._cache = cache;\n }\n\n /** Create a new DecorateContext.\n * @param args Describes the inputs to the context.\n * @note Typically the [[ScreenViewport]] takes care of creating the context for you.\n * @public\n */\n public static create(args: DecorateContextCreateArgs): DecorateContext {\n return new DecorateContext(args.viewport, args.output, args.cache ?? new DecorationsCache());\n }\n\n /** Create a builder for creating a [[RenderGraphic]] of the specified type appropriate for rendering within this context's [[Viewport]].\n * @param type The type of builder to create.\n * @param transform the local-to-world transform in which the builder's geometry is to be defined.\n * @param id If the decoration is to be pickable, a unique identifier to associate with the resultant [[RenderGraphic]].\n * @returns A builder for creating a [[RenderGraphic]] of the specified type appropriate for rendering within this context's [[Viewport]].\n * @see [[IModelConnection.transientIds]] for obtaining an ID for a pickable decoration.\n * @see [[createGraphic]] for more options.\n */\n public createGraphicBuilder(type: GraphicType, transform?: Transform, id?: Id64String): GraphicBuilder {\n return this.createGraphic({ type, placement: transform, pickable: undefined !== id ? { id } : undefined });\n }\n\n /** Create a builder for producing a [[RenderGraphic]] appropriate for rendering within this context's [[Viewport]].\n * @param options Options describing how to create the builder.\n * @returns A builder that produces a [[RenderGraphic]].\n */\n public createGraphic(options: Omit<ViewportGraphicBuilderOptions, \"viewport\">): GraphicBuilder {\n return this._createGraphicBuilder(options);\n }\n\n /** @internal */\n public addFromDecorator(decorator: ViewportDecorator): void {\n assert(undefined === this._curCacheableDecorator);\n try {\n if (decorator.useCachedDecorations) {\n const cached = this._cache.get(decorator);\n if (cached) {\n this.restoreCache(cached);\n return;\n }\n\n this._curCacheableDecorator = decorator;\n }\n\n decorator.decorate(this);\n } finally {\n this._curCacheableDecorator = undefined;\n }\n }\n\n /** Restores decorations onto this context from the specified array of cached decorations. */\n private restoreCache(cachedDecorations: CachedDecoration[]) {\n cachedDecorations.forEach((cachedDecoration) => {\n switch (cachedDecoration.type) {\n case \"graphic\":\n this.addDecoration(cachedDecoration.graphicType, cachedDecoration.graphicOwner);\n break;\n case \"canvas\":\n this.addCanvasDecoration(cachedDecoration.canvasDecoration, cachedDecoration.atFront);\n break;\n case \"html\":\n this.addHtmlDecoration(cachedDecoration.htmlElement);\n break;\n }\n });\n }\n\n private _appendToCache(decoration: CachedDecoration) {\n assert(undefined !== this._curCacheableDecorator);\n this._cache.add(this._curCacheableDecorator, decoration);\n }\n\n /** Calls [[GraphicBuilder.finish]] on the supplied builder to obtain a [[RenderGraphic]], then adds the graphic to the appropriate list of\n * [[Decorations]].\n * @param builder The builder from which to extract the graphic.\n * @note The builder should not be used after calling this method.\n */\n public addDecorationFromBuilder(builder: GraphicBuilder) {\n this.addDecoration(builder.type, builder.finish());\n }\n\n /** Adds a graphic to the set of [[Decorations]] to be drawn in this context's [[ScreenViewport]].\n * @param The type of the graphic, which determines to which list of decorations it is added.\n * @param decoration The decoration graphic to add.\n * @note The type must match the type with which the [[RenderGraphic]]'s [[GraphicBuilder]] was constructed.\n * @see [[DecorateContext.addDecorationFromBuilder]] for a more convenient API.\n */\n public addDecoration(type: GraphicType, decoration: RenderGraphic) {\n if (this._curCacheableDecorator) {\n const graphicOwner = this.target.renderSystem.createGraphicOwner(decoration);\n this._appendToCache({ type: \"graphic\", graphicOwner, graphicType: type });\n decoration = graphicOwner;\n }\n\n switch (type) {\n case GraphicType.Scene:\n if (undefined === this._decorations.normal)\n this._decorations.normal = [];\n this._decorations.normal.push(decoration);\n break;\n\n case GraphicType.WorldDecoration:\n if (!this._decorations.world)\n this._decorations.world = [];\n this._decorations.world.push(decoration);\n break;\n\n case GraphicType.WorldOverlay:\n if (!this._decorations.worldOverlay)\n this._decorations.worldOverlay = [];\n this._decorations.worldOverlay.push(decoration);\n break;\n\n case GraphicType.ViewOverlay:\n if (!this._decorations.viewOverlay)\n this._decorations.viewOverlay = [];\n this._decorations.viewOverlay.push(decoration);\n break;\n\n case GraphicType.ViewBackground:\n this.setViewBackground(decoration);\n break;\n }\n }\n\n /** Add a [[CanvasDecoration]] to be drawn in this context's [[ScreenViewport]]. */\n public addCanvasDecoration(decoration: CanvasDecoration, atFront = false) {\n if (this._curCacheableDecorator)\n this._appendToCache({ type: \"canvas\", canvasDecoration: decoration, atFront });\n\n if (undefined === this._decorations.canvasDecorations)\n this._decorations.canvasDecorations = [];\n\n const list = this._decorations.canvasDecorations;\n if (0 === list.length || true === atFront)\n list.push(decoration);\n else\n list.unshift(decoration);\n }\n\n /** Add an HTMLElement to be drawn as a decoration in this context's [[ScreenViewport]]. */\n public addHtmlDecoration(decoration: HTMLElement) {\n if (this._curCacheableDecorator)\n this._appendToCache({ type: \"html\", htmlElement: decoration });\n\n // an element decoration being added might already be on the decorationDiv, just marked for removal\n if (decoration[ELEMENT_MARKED_FOR_REMOVAL]) {\n decoration[ELEMENT_MARKED_FOR_REMOVAL] = false;\n } else if (decoration.parentElement !== this.viewport.decorationDiv) {\n this.viewport.decorationDiv.appendChild(decoration);\n }\n }\n\n /** @internal */\n public drawStandardGrid(gridOrigin: Point3d, rMatrix: Matrix3d, spacing: XAndY, gridsPerRef: number, _isoGrid: boolean = false, _fixedRepetitions?: Point2d): void {\n const vp = this.viewport;\n\n if (vp.viewingGlobe)\n return;\n\n const color = vp.getContrastToBackgroundColor();\n const planarGrid = this.viewport.target.renderSystem.createPlanarGrid(vp.getFrustum(), { origin: gridOrigin, rMatrix, spacing, gridsPerRef, color });\n if (planarGrid) {\n this.addDecoration(GraphicType.WorldDecoration, planarGrid);\n }\n }\n\n /** Display skyBox graphic that encompasses entire scene and rotates with camera.\n * @see [[RenderSystem.createSkyBox]].\n */\n public setSkyBox(graphic: RenderGraphic) {\n this._decorations.skyBox = graphic;\n }\n\n /** Set the graphic to be displayed behind all other geometry as the background of this context's [[ScreenViewport]]. */\n public setViewBackground(graphic: RenderGraphic) {\n this._decorations.viewBackground = graphic;\n }\n}\n\n/** Context used to create the scene to be drawn in a [[Viewport]]. The scene consists of a set of [[RenderGraphic]]s produced by the\n * [[TileTree]]s visible within the viewport. Creating the scene may result in the enqueueing of requests for [[Tile]] content which\n * should be displayed in the viewport but are not yet loaded.\n * @public\n */\nexport class SceneContext extends RenderContext {\n private _missingChildTiles = false;\n /** The graphics comprising the scene. */\n public readonly scene = new Scene();\n\n /** @internal */\n public readonly missingTiles = new Set<Tile>();\n\n /** @internal */\n public markChildrenLoading(): void {\n this._missingChildTiles = true;\n }\n\n /** @internal */\n public get hasMissingTiles(): boolean {\n return this._missingChildTiles || this.missingTiles.size > 0;\n }\n\n private _viewingSpace?: ViewingSpace;\n private _graphicType: TileGraphicType = TileGraphicType.Scene;\n\n public constructor(vp: Viewport, frustum?: Frustum) {\n super(vp, frustum);\n }\n\n /** The viewed volume containing the scene. */\n public get viewingSpace(): ViewingSpace {\n return undefined !== this._viewingSpace ? this._viewingSpace : this.viewport.viewingSpace;\n }\n\n /** @internal */\n public get graphicType() { return this._graphicType; }\n\n /** Add the specified graphic to the scene. */\n public outputGraphic(graphic: RenderGraphic): void {\n switch (this._graphicType) {\n case TileGraphicType.BackgroundMap:\n this.backgroundGraphics.push(graphic);\n break;\n case TileGraphicType.Overlay:\n this.overlayGraphics.push(graphic);\n break;\n default:\n this.graphics.push(graphic);\n break;\n }\n }\n\n /** Indicate that the specified tile is desired for the scene but is not yet ready. A request to load its contents will later be enqueued. */\n public insertMissingTile(tile: Tile): void {\n switch (tile.loadStatus) {\n case TileLoadStatus.NotLoaded:\n case TileLoadStatus.Queued:\n case TileLoadStatus.Loading:\n this.missingTiles.add(tile);\n break;\n }\n }\n\n /** @internal */\n public requestMissingTiles(): void {\n IModelApp.tileAdmin.requestTiles(this.viewport, this.missingTiles);\n }\n\n /** @internal */\n public addPlanarClassifier(classifiedModelId: Id64String, classifierTree?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState): RenderPlanarClassifier | undefined {\n // Target may have the classifier from a previous frame; if not we must create one.\n let classifier = this.viewport.target.getPlanarClassifier(classifiedModelId);\n if (undefined === classifier)\n classifier = this.viewport.target.createPlanarClassifier(classifierTree?.activeClassifier);\n\n // Either way, we need to collect the graphics to draw for this frame, and record that we did so.\n if (undefined !== classifier) {\n this.planarClassifiers.set(classifiedModelId, classifier);\n classifier.setSource(classifierTree, planarClipMask);\n }\n\n return classifier;\n }\n\n /** @internal */\n public getPlanarClassifierForModel(modelId: Id64String) {\n return this.planarClassifiers.get(modelId);\n }\n\n /** @internal */\n public addBackgroundDrapedModel(drapedTreeRef: TileTreeReference, _heightRange: Range1d | undefined): RenderTextureDrape | undefined {\n const drapedTree = drapedTreeRef.treeOwner.tileTree;\n if (undefined === drapedTree)\n return undefined;\n\n const id = drapedTree.modelId;\n let drape = this.getTextureDrapeForModel(id);\n if (undefined !== drape)\n return drape;\n\n drape = this.viewport.target.getTextureDrape(id);\n if (undefined === drape && this.viewport.backgroundDrapeMap)\n drape = this.viewport.target.renderSystem.createBackgroundMapDrape(drapedTreeRef, this.viewport.backgroundDrapeMap);\n\n if (undefined !== drape)\n this.textureDrapes.set(id, drape);\n\n return drape;\n }\n\n /** @internal */\n public getTextureDrapeForModel(modelId: Id64String) {\n return this.textureDrapes.get(modelId);\n }\n\n /** @internal */\n public withGraphicType(type: TileGraphicType, func: () => void): void {\n const prevType = this._graphicType;\n this._graphicType = type;\n\n func();\n\n this._graphicType = prevType;\n }\n\n /** The graphics in the scene that will be drawn with depth. */\n public get graphics() { return this.scene.foreground; }\n /** The graphics that will be drawn behind everything else in the scene. */\n public get backgroundGraphics() { return this.scene.background; }\n /** The graphics that will be drawn in front of everything else in the scene. */\n public get overlayGraphics() { return this.scene.overlay; }\n /** @internal */\n public get planarClassifiers() { return this.scene.planarClassifiers; }\n /** @internal */\n public get textureDrapes() { return this.scene.textureDrapes; }\n\n /** @internal */\n public setVolumeClassifier(classifier: ActiveSpatialClassifier, modelId: Id64String): void {\n this.scene.volumeClassifier = { classifier, modelId };\n }\n}\n"]}
@@ -6,6 +6,7 @@ import { Batch } from "./Graphic";
6
6
  import { UniformHandle } from "./UniformHandle";
7
7
  import { Target } from "./Target";
8
8
  import { FeatureMode } from "./TechniqueFlags";
9
+ import { FeatureAppearanceProvider } from "@itwin/core-common";
9
10
  /** Maintains uniform variable state associated with the Batch currently being drawn by a Target.
10
11
  * @internal
11
12
  */
@@ -21,7 +22,9 @@ export declare class BatchUniforms {
21
22
  private _scratchBytes;
22
23
  private _scratchUint32;
23
24
  constructor(target: Target, batchState: BatchState);
24
- setCurrentBatch(batch: Batch | undefined): void;
25
+ clearCurrentBatch(): void;
26
+ setCurrentBatch(batch: Batch, provider: FeatureAppearanceProvider): void;
27
+ private _setCurrentBatch;
25
28
  resetBatchState(): void;
26
29
  get featureMode(): FeatureMode;
27
30
  bindNumThematicSensors(uniform: UniformHandle): void;
@@ -1 +1 @@
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- {"version":3,"file":"BatchUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/BatchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,MAAM,WAAW,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAQ/C;;GAEG;AACH,qBAAa,aAAa;IACxB,SAAgB,KAAK,EAAE,UAAU,CAAC;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,YAAY,CAAoB;IACjC,OAAO,SAAK;IAEnB,OAAO,CAAC,UAAU,CAAC,CAAmB;IACtC,OAAO,CAAC,QAAQ,CAAC,CAAkB;IACnC,OAAO,CAAC,SAAS,CAAC,CAAW;IAC7B,OAAO,CAAC,QAAQ,CAAuB;IAEvC,OAAO,CAAC,aAAa,CAAqB;IAC1C,OAAO,CAAC,cAAc,CAA8C;gBAEjD,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,UAAU;IAKlD,eAAe,CAAC,KAAK,EAAE,KAAK,GAAG,SAAS,GAAG,IAAI;IAoC/C,eAAe,IAAI,IAAI;IAI9B,IAAW,WAAW,IAAI,WAAW,CAA8B;IAE5D,sBAAsB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKpD,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKxD,IAAW,gBAAgB,IAAI,OAAO,CAGrC;IAEM,cAAc,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAM5C,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IASjD,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMrC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAK3C,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAUvD,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzC,wBAAwB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAmBtD,+BAA+B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAgB7D,uBAAuB,CAAC,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,OAAO,GAAG,IAAI;CAW1F"}
1
+ {"version":3,"file":"BatchUniforms.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/BatchUniforms.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,MAAM,WAAW,CAAC;AAClC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAI/C,OAAO,EAAE,yBAAyB,EAAE,MAAM,oBAAoB,CAAC;AAM/D;;GAEG;AACH,qBAAa,aAAa;IACxB,SAAgB,KAAK,EAAE,UAAU,CAAC;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,YAAY,CAAoB;IACjC,OAAO,SAAK;IAEnB,OAAO,CAAC,UAAU,CAAC,CAAmB;IACtC,OAAO,CAAC,QAAQ,CAAC,CAAkB;IACnC,OAAO,CAAC,SAAS,CAAC,CAAW;IAC7B,OAAO,CAAC,QAAQ,CAAuB;IAEvC,OAAO,CAAC,aAAa,CAAqB;IAC1C,OAAO,CAAC,cAAc,CAA8C;gBAEjD,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,UAAU;IAKlD,iBAAiB,IAAI,IAAI;IAIzB,eAAe,CAAC,KAAK,EAAE,KAAK,EAAE,QAAQ,EAAE,yBAAyB,GAAG,IAAI;IAI/E,OAAO,CAAC,gBAAgB;IAuCjB,eAAe,IAAI,IAAI;IAI9B,IAAW,WAAW,IAAI,WAAW,CAA8B;IAE5D,sBAAsB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKpD,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKxD,IAAW,gBAAgB,IAAI,OAAO,CAGrC;IAEM,cAAc,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAM5C,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IASjD,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAMrC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAK3C,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAUvD,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKzC,wBAAwB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAmBtD,+BAA+B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAgB7D,uBAAuB,CAAC,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,OAAO,GAAG,IAAI;CAW1F"}
@@ -6,6 +6,7 @@
6
6
  * @module WebGL
7
7
  */
8
8
  import { desync, sync } from "./Sync";
9
+ import { assert } from "@itwin/core-bentley";
9
10
  const scratchRgb = new Float32Array(3);
10
11
  const noOverrideRgb = new Float32Array([-1.0, -1.0, -1.0]);
11
12
  /** Maintains uniform variable state associated with the Batch currently being drawn by a Target.
@@ -26,19 +27,29 @@ export class BatchUniforms {
26
27
  this.state = batchState;
27
28
  this._target = target;
28
29
  }
29
- setCurrentBatch(batch) {
30
+ clearCurrentBatch() {
31
+ this._setCurrentBatch(undefined, undefined);
32
+ }
33
+ setCurrentBatch(batch, provider) {
34
+ this._setCurrentBatch(batch, provider);
35
+ }
36
+ _setCurrentBatch(batch, provider) {
30
37
  desync(this);
31
- if (undefined !== batch)
38
+ let overrides;
39
+ if (undefined !== batch) {
40
+ assert(undefined !== provider);
41
+ overrides = batch.getOverrides(this._target, provider);
32
42
  this.state.push(batch, false);
33
- else
43
+ }
44
+ else {
34
45
  this.state.pop();
46
+ }
35
47
  const batchId = this.state.currentBatchId;
36
48
  this._scratchUint32[0] = batchId;
37
49
  this._batchId[0] = this._scratchBytes[0];
38
50
  this._batchId[1] = this._scratchBytes[1];
39
51
  this._batchId[2] = this._scratchBytes[2];
40
52
  this._batchId[3] = this._scratchBytes[3];
41
- const overrides = undefined !== batch ? batch.getOverrides(this._target) : undefined;
42
53
  this._overrides = (undefined !== overrides && overrides.anyOverridden) ? overrides : undefined;
43
54
  let sensors;
44
55
  if (undefined !== batch && this._target.wantThematicSensors) {
@@ -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 { BatchState } from \"./BatchState\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { Batch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { desync, sync } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { FeatureMode } from \"./TechniqueFlags\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { Contours } from \"./Contours\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\n\nconst scratchRgb = new Float32Array(3);\nconst noOverrideRgb = new Float32Array([-1.0, -1.0, -1.0]);\n\n/** Maintains uniform variable state associated with the Batch currently being drawn by a Target.\n * @internal\n */\nexport class BatchUniforms {\n public readonly state: BatchState;\n private readonly _target: Target;\n private _featureMode = FeatureMode.None;\n public syncKey = 0;\n\n private _overrides?: FeatureOverrides;\n private _sensors?: ThematicSensors;\n private _contours?: Contours;\n private _batchId = new Float32Array(4);\n\n private _scratchBytes = new Uint8Array(4);\n private _scratchUint32 = new Uint32Array(this._scratchBytes.buffer);\n\n public constructor(target: Target, batchState: BatchState) {\n this.state = batchState;\n this._target = target;\n }\n\n public setCurrentBatch(batch: Batch | undefined): void {\n desync(this);\n\n if (undefined !== batch)\n this.state.push(batch, false);\n else\n this.state.pop();\n\n const batchId = this.state.currentBatchId;\n this._scratchUint32[0] = batchId;\n this._batchId[0] = this._scratchBytes[0];\n this._batchId[1] = this._scratchBytes[1];\n this._batchId[2] = this._scratchBytes[2];\n this._batchId[3] = this._scratchBytes[3];\n\n const overrides = undefined !== batch ? batch.getOverrides(this._target) : undefined;\n this._overrides = (undefined !== overrides && overrides.anyOverridden) ? overrides : undefined;\n\n let sensors: ThematicSensors | undefined;\n if (undefined !== batch && this._target.wantThematicSensors) {\n const distanceCutoff = this._target.plan.thematic!.sensorSettings.distanceCutoff;\n if (distanceCutoff > 0) // if we have a distance cutoff, we want to create per-batch sensor textures\n sensors = batch.getThematicSensors(this._target);\n }\n this._sensors = sensors;\n\n if (undefined !== this._overrides)\n this._featureMode = FeatureMode.Overrides;\n else if (0 !== batchId)\n this._featureMode = FeatureMode.Pick;\n else\n this._featureMode = FeatureMode.None;\n\n this._contours = undefined !== batch && this.wantContourLines ? batch.getContours(this._target) : undefined;\n }\n\n public resetBatchState(): void {\n this.state.reset();\n }\n\n public get featureMode(): FeatureMode { return this._featureMode; }\n\n public bindNumThematicSensors(uniform: UniformHandle): void {\n if (undefined !== this._sensors)\n this._sensors.bindNumSensors(uniform);\n }\n\n public bindThematicSensors(uniform: UniformHandle): void {\n if (undefined !== this._sensors)\n this._sensors.bindTexture(uniform);\n }\n\n public get wantContourLines(): boolean {\n const contours = this._target.currentBranch.contourLine;\n return undefined !== contours && contours.displayContours && contours.groups.length > 0;\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\n if (undefined !== this._contours)\n this._contours.bindContourLUT(uniform);\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n if (undefined === this._contours)\n uniform.setUniform1ui(0);\n else\n this._contours.bindContourLUTWidth(uniform);\n }\n }\n\n public bindLUT(uniform: UniformHandle): void {\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\n if (undefined !== this._overrides)\n this._overrides.bindLUT(uniform);\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n if (undefined !== this._overrides && !sync(this, uniform))\n this._overrides.bindLUTParams(uniform);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides)\n this._overrides.bindUniformSymbologyFlags(uniform);\n else\n uniform.setUniform1f(0);\n }\n\n public bindBatchId(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setUniform4fv(this._batchId);\n }\n\n public bindUniformColorOverride(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n if (uo[0] & OvrFlags.Rgb) {\n scratchRgb[0] = uo[4] / 255.0;\n scratchRgb[1] = uo[5] / 255.0;\n scratchRgb[2] = uo[6] / 255.0;\n uniform.setUniform3fv(scratchRgb);\n } else {\n uniform.setUniform3fv(noOverrideRgb);\n }\n } else {\n uniform.setUniform3fv(noOverrideRgb);\n }\n }\n\n public bindUniformTransparencyOverride(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n if (uo[0] & OvrFlags.Alpha) {\n uniform.setUniform1f(uo[7]/255.0);\n } else {\n uniform.setUniform1f(-1.0);\n }\n } else {\n uniform.setUniform1f(-1.0);\n }\n }\n\n public bindUniformNonLocatable(uniform: UniformHandle, ignoreNonLocatable: boolean): void {\n if (sync(this, uniform))\n return;\n\n let nonLocatable = 0;\n if (!ignoreNonLocatable && undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n nonLocatable = (uo[0] & OvrFlags.NonLocatable) ? 1 : 0;\n }\n uniform.setUniform1i(nonLocatable);\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/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BatchState } from \"./BatchState\";\nimport { FeatureOverrides } from \"./FeatureOverrides\";\nimport { Batch } from \"./Graphic\";\nimport { UniformHandle } from \"./UniformHandle\";\nimport { desync, sync } from \"./Sync\";\nimport { Target } from \"./Target\";\nimport { FeatureMode } from \"./TechniqueFlags\";\nimport { ThematicSensors } from \"./ThematicSensors\";\nimport { Contours } from \"./Contours\";\nimport { OvrFlags } from \"../../../common/internal/render/OvrFlags\";\nimport { FeatureAppearanceProvider } from \"@itwin/core-common\";\nimport { assert } from \"@itwin/core-bentley\";\n\nconst scratchRgb = new Float32Array(3);\nconst noOverrideRgb = new Float32Array([-1.0, -1.0, -1.0]);\n\n/** Maintains uniform variable state associated with the Batch currently being drawn by a Target.\n * @internal\n */\nexport class BatchUniforms {\n public readonly state: BatchState;\n private readonly _target: Target;\n private _featureMode = FeatureMode.None;\n public syncKey = 0;\n\n private _overrides?: FeatureOverrides;\n private _sensors?: ThematicSensors;\n private _contours?: Contours;\n private _batchId = new Float32Array(4);\n\n private _scratchBytes = new Uint8Array(4);\n private _scratchUint32 = new Uint32Array(this._scratchBytes.buffer);\n\n public constructor(target: Target, batchState: BatchState) {\n this.state = batchState;\n this._target = target;\n }\n\n public clearCurrentBatch(): void {\n this._setCurrentBatch(undefined, undefined);\n }\n\n public setCurrentBatch(batch: Batch, provider: FeatureAppearanceProvider): void {\n this._setCurrentBatch(batch, provider);\n }\n\n private _setCurrentBatch(batch: Batch | undefined, provider: FeatureAppearanceProvider | undefined): void {\n desync(this);\n\n let overrides;\n if (undefined !== batch) {\n assert(undefined !== provider);\n overrides = batch.getOverrides(this._target, provider);\n this.state.push(batch, false);\n } else {\n this.state.pop();\n }\n\n const batchId = this.state.currentBatchId;\n this._scratchUint32[0] = batchId;\n this._batchId[0] = this._scratchBytes[0];\n this._batchId[1] = this._scratchBytes[1];\n this._batchId[2] = this._scratchBytes[2];\n this._batchId[3] = this._scratchBytes[3];\n\n this._overrides = (undefined !== overrides && overrides.anyOverridden) ? overrides : undefined;\n\n let sensors: ThematicSensors | undefined;\n if (undefined !== batch && this._target.wantThematicSensors) {\n const distanceCutoff = this._target.plan.thematic!.sensorSettings.distanceCutoff;\n if (distanceCutoff > 0) // if we have a distance cutoff, we want to create per-batch sensor textures\n sensors = batch.getThematicSensors(this._target);\n }\n this._sensors = sensors;\n\n if (undefined !== this._overrides)\n this._featureMode = FeatureMode.Overrides;\n else if (0 !== batchId)\n this._featureMode = FeatureMode.Pick;\n else\n this._featureMode = FeatureMode.None;\n\n this._contours = undefined !== batch && this.wantContourLines ? batch.getContours(this._target) : undefined;\n }\n\n public resetBatchState(): void {\n this.state.reset();\n }\n\n public get featureMode(): FeatureMode { return this._featureMode; }\n\n public bindNumThematicSensors(uniform: UniformHandle): void {\n if (undefined !== this._sensors)\n this._sensors.bindNumSensors(uniform);\n }\n\n public bindThematicSensors(uniform: UniformHandle): void {\n if (undefined !== this._sensors)\n this._sensors.bindTexture(uniform);\n }\n\n public get wantContourLines(): boolean {\n const contours = this._target.currentBranch.contourLine;\n return undefined !== contours && contours.displayContours && contours.groups.length > 0;\n }\n\n public bindContourLUT(uniform: UniformHandle): void {\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\n if (undefined !== this._contours)\n this._contours.bindContourLUT(uniform);\n }\n\n public bindContourLUTWidth(uniform: UniformHandle): void {\n if (!sync(this, uniform)) {\n if (undefined === this._contours)\n uniform.setUniform1ui(0);\n else\n this._contours.bindContourLUTWidth(uniform);\n }\n }\n\n public bindLUT(uniform: UniformHandle): void {\n // Note we can't use sync() here because a different texture may have been assigned to the desired texture unit\n if (undefined !== this._overrides)\n this._overrides.bindLUT(uniform);\n }\n\n public bindLUTParams(uniform: UniformHandle): void {\n if (undefined !== this._overrides && !sync(this, uniform))\n this._overrides.bindLUTParams(uniform);\n }\n\n public bindUniformSymbologyFlags(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides)\n this._overrides.bindUniformSymbologyFlags(uniform);\n else\n uniform.setUniform1f(0);\n }\n\n public bindBatchId(uniform: UniformHandle): void {\n if (!sync(this, uniform))\n uniform.setUniform4fv(this._batchId);\n }\n\n public bindUniformColorOverride(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n if (uo[0] & OvrFlags.Rgb) {\n scratchRgb[0] = uo[4] / 255.0;\n scratchRgb[1] = uo[5] / 255.0;\n scratchRgb[2] = uo[6] / 255.0;\n uniform.setUniform3fv(scratchRgb);\n } else {\n uniform.setUniform3fv(noOverrideRgb);\n }\n } else {\n uniform.setUniform3fv(noOverrideRgb);\n }\n }\n\n public bindUniformTransparencyOverride(uniform: UniformHandle): void {\n if (sync(this, uniform))\n return;\n\n if (undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n if (uo[0] & OvrFlags.Alpha) {\n uniform.setUniform1f(uo[7]/255.0);\n } else {\n uniform.setUniform1f(-1.0);\n }\n } else {\n uniform.setUniform1f(-1.0);\n }\n }\n\n public bindUniformNonLocatable(uniform: UniformHandle, ignoreNonLocatable: boolean): void {\n if (sync(this, uniform))\n return;\n\n let nonLocatable = 0;\n if (!ignoreNonLocatable && undefined !== this._overrides) {\n const uo = this._overrides.getUniformOverrides();\n nonLocatable = (uo[0] & OvrFlags.NonLocatable) ? 1 : 0;\n }\n uniform.setUniform1i(nonLocatable);\n }\n}\n"]}
@@ -1,7 +1,7 @@
1
1
  /** @packageDocumentation
2
2
  * @module WebGL
3
3
  */
4
- import { PackedFeature, RenderFeatureTable } from "@itwin/core-common";
4
+ import { FeatureAppearanceProvider, PackedFeature, RenderFeatureTable } from "@itwin/core-common";
5
5
  import { WebGLDisposable } from "./Disposable";
6
6
  import { UniformHandle } from "./UniformHandle";
7
7
  import { Hilites, Target } from "./Target";
@@ -49,8 +49,8 @@ export declare class FeatureOverrides implements WebGLDisposable {
49
49
  static createFromTarget(target: Target, options: BatchOptions, cleanup: FeatureOverridesCleanup | undefined): FeatureOverrides;
50
50
  get isDisposed(): boolean;
51
51
  [Symbol.dispose](): void;
52
- initFromMap(map: RenderFeatureTable): void;
53
- update(features: RenderFeatureTable): void;
52
+ initFromMap(map: RenderFeatureTable, provider: FeatureAppearanceProvider): void;
53
+ update(features: RenderFeatureTable, provider: FeatureAppearanceProvider): void;
54
54
  bindLUTParams(uniform: UniformHandle): void;
55
55
  bindLUT(uniform: UniformHandle): void;
56
56
  bindUniformSymbologyFlags(uniform: UniformHandle): void;
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAEvE,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,qCAAqC,CAAC;AAKnE,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,MAAM,MAAM,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,gBAAgB;IAiIxB,OAAO,CAAC,uBAAuB;IAgD/B,OAAO,CAAC,aAAa;IAuCrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC;IAQhB,WAAW,CAAC,GAAG,EAAE,kBAAkB;IAenC,MAAM,CAAC,QAAQ,EAAE,kBAAkB;IA8BnC,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
1
+ {"version":3,"file":"FeatureOverrides.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/FeatureOverrides.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,yBAAyB,EAAE,aAAa,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAElG,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAG/C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAIhD,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAE3C,OAAO,EAAE,YAAY,EAAE,MAAM,qCAAqC,CAAC;AAKnE,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,aAAa,EAAE,OAAO,EAAE,OAAO,EAAE,cAAc,EAAE,OAAO,GAAG,OAAO,CAQ3G;AAED,gBAAgB;AAChB,MAAM,MAAM,uBAAuB,GAAG,MAAM,IAAI,CAAC;AAIjD,gBAAgB;AAChB,qBAAa,gBAAiB,YAAW,eAAe;IACtD,SAAgB,MAAM,EAAE,MAAM,CAAC;IAC/B,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IACxC,OAAO,CAAC,IAAI,CAAC,CAAkB;IAC/B,OAAO,CAAC,6BAA6B,CAAC,CAA6B;IACnE,OAAO,CAAC,YAAY,CAAgB;IACpC,OAAO,CAAC,mBAAmB,CAAoB;IAC/C,OAAO,CAAC,2BAA2B,CAAoB;IACvD,OAAO,CAAC,cAAc,CAAQ;IAC9B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,eAAe,CAAQ;IAC/B,OAAO,CAAC,8BAA8B,CAAQ;IAC9C,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,WAAW,CAAQ;IAC3B,OAAO,CAAC,UAAU,CAAuB;IACzC,OAAO,CAAC,sBAAsB,CAAqC;IACnE,OAAO,CAAC,QAAQ,CAAC,CAA0B;IAE3C,IAAW,aAAa,YAAkC;IAC1D,IAAW,SAAS,YAA8B;IAClD,IAAW,cAAc,YAAmC;IAC5D,IAAW,6BAA6B,YAAkD;IAC1F,IAAW,SAAS,YAA8B;IAClD,IAAW,UAAU,YAA+B;IAEpD,iBAAiB;IACjB,IAAW,OAAO,IAAI,UAAU,GAAG,SAAS,CAAiC;IAC7E,IAAW,UAAU,IAAI,MAAM,CAA8D;IAC7F,IAAW,SAAS,YAAmE;IAEvF,OAAO,CAAC,2BAA2B;IAuB5B,mBAAmB,IAAI,UAAU;IAOxC,OAAO,CAAC,WAAW;IAiBnB,OAAO,CAAC,OAAO;IAaf,OAAO,CAAC,eAAe;IAqBvB,OAAO,CAAC,gBAAgB;IAyIxB,OAAO,CAAC,uBAAuB;IAgD/B,OAAO,CAAC,aAAa;IAuCrB,OAAO;WAMO,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,OAAO,EAAE,uBAAuB,GAAG,SAAS;IAIlH,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC;IAQhB,WAAW,CAAC,GAAG,EAAE,kBAAkB,EAAE,QAAQ,EAAE,yBAAyB;IAexE,MAAM,CAAC,QAAQ,EAAE,kBAAkB,EAAE,QAAQ,EAAE,yBAAyB;IA+BxE,aAAa,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAI3C,OAAO,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;IAKrC,yBAAyB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI;CAG/D"}
@@ -74,7 +74,7 @@ export class FeatureOverrides {
74
74
  assert(undefined !== this._lut.dataBytes);
75
75
  return this._lut.dataBytes;
76
76
  }
77
- _initialize(map, ovrs, pickExcludes, hilite, flashed) {
77
+ _initialize(provider, map, ovrs, pickExcludes, hilite, flashed) {
78
78
  const nFeatures = map.numFeatures;
79
79
  const dims = computeDimensions(nFeatures, 3, 0, System.instance.maxTextureSize);
80
80
  const width = dims.width;
@@ -84,17 +84,17 @@ export class FeatureOverrides {
84
84
  this._lutParams[1] = height;
85
85
  const data = new Uint8Array(width * height * 4);
86
86
  const creator = new Texture2DDataUpdater(data);
87
- this.buildLookupTable(creator, map, ovrs, pickExcludes, flashed, hilite);
87
+ this.buildLookupTable(provider, creator, map, ovrs, pickExcludes, flashed, hilite);
88
88
  return TextureHandle.createForData(width, height, data, true, GL.Texture.WrapMode.ClampToEdge);
89
89
  }
90
- _update(map, lut, pickExcludes, flashed, hilites, ovrs) {
90
+ _update(provider, map, lut, pickExcludes, flashed, hilites, ovrs) {
91
91
  const updater = new Texture2DDataUpdater(lut.dataBytes);
92
92
  if (undefined === ovrs) {
93
93
  this.updateFlashedAndHilited(updater, map, pickExcludes, flashed, hilites);
94
94
  }
95
95
  else {
96
96
  assert(undefined !== hilites);
97
- this.buildLookupTable(updater, map, ovrs, pickExcludes, flashed, hilites);
97
+ this.buildLookupTable(provider, updater, map, ovrs, pickExcludes, flashed, hilites);
98
98
  }
99
99
  lut.update(updater);
100
100
  }
@@ -117,7 +117,7 @@ export class FeatureOverrides {
117
117
  }
118
118
  return curFlags;
119
119
  }
120
- buildLookupTable(data, map, ovr, pickExclude, flashedIdParts, hilites) {
120
+ buildLookupTable(provider, data, map, ovr, pickExclude, flashedIdParts, hilites) {
121
121
  const allowHilite = true !== this._options.noHilite;
122
122
  const allowFlash = true !== this._options.noFlash;
123
123
  const allowEmphasis = true !== this._options.noEmphasis;
@@ -145,7 +145,7 @@ export class FeatureOverrides {
145
145
  prevModelId.upper = feature.modelId.upper;
146
146
  isModelHilited = allowHilite && hilites.models.hasPair(feature.modelId);
147
147
  }
148
- const app = this.target.currentBranch.getFeatureAppearance(ovr, feature.elementId.lower, feature.elementId.upper, feature.subCategoryId.lower, feature.subCategoryId.upper, feature.geometryClass, feature.modelId.lower, feature.modelId.upper, map.type, feature.animationNodeId);
148
+ const app = provider.getFeatureAppearance(ovr, feature.elementId.lower, feature.elementId.upper, feature.subCategoryId.lower, feature.subCategoryId.upper, feature.geometryClass, feature.modelId.lower, feature.modelId.upper, map.type, feature.animationNodeId);
149
149
  // NB: If the appearance is fully transparent, then:
150
150
  // - For normal ("primary") models, getAppearance() returns undefined.
151
151
  // - For classifier models, getAppearance() returns the appearance, and classification shader will discard fully-transparent classified pixels.
@@ -305,19 +305,19 @@ export class FeatureOverrides {
305
305
  this._cleanup = undefined;
306
306
  }
307
307
  }
308
- initFromMap(map) {
308
+ initFromMap(map, provider) {
309
309
  const nFeatures = map.numFeatures;
310
310
  assert(0 < nFeatures);
311
311
  this._lut = dispose(this._lut);
312
312
  const ovrs = this.target.currentFeatureSymbologyOverrides;
313
313
  this._mostRecentSymbologyOverrides = ovrs;
314
314
  const hilite = this.target.hilites;
315
- this._lut = this._initialize(map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);
315
+ this._lut = this._initialize(provider, map, ovrs, this.target.pickExclusions, hilite, this.target.flashed);
316
316
  this._lastFlashId = Id64.invalid;
317
317
  this._hiliteSyncObserver = {};
318
318
  this._pickExclusionsSyncObserver = {};
319
319
  }
320
- update(features) {
320
+ update(features, provider) {
321
321
  let ovrs = this.target.currentFeatureSymbologyOverrides;
322
322
  const ovrsUpdated = ovrs !== this._mostRecentSymbologyOverrides;
323
323
  if (ovrsUpdated)
@@ -331,7 +331,7 @@ export class FeatureOverrides {
331
331
  if (ovrsUpdated || hiliteUpdated || flashedId !== this._lastFlashId || pickExcludesUpdated) {
332
332
  // _lut can be undefined if context was lost, (gl.createTexture returns null)
333
333
  if (this._lut) {
334
- this._update(features, this._lut, undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);
334
+ this._update(provider, features, this._lut, undefined !== ovrs || pickExcludesUpdated ? this.target.pickExclusions : undefined, this.target.flashed, undefined !== ovrs || hiliteUpdated ? hilite : undefined, ovrs);
335
335
  }
336
336
  this._lastFlashId = flashedId;
337
337
  }