@itwin/core-frontend 5.11.0-dev.9 → 5.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (429) hide show
  1. package/CHANGELOG.md +32 -1
  2. package/lib/cjs/AccuDraw.d.ts +2 -0
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +9 -1
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/BingLocation.d.ts +4 -0
  7. package/lib/cjs/BingLocation.d.ts.map +1 -1
  8. package/lib/cjs/BingLocation.js +6 -1
  9. package/lib/cjs/BingLocation.js.map +1 -1
  10. package/lib/cjs/CesiumAccessClient.d.ts +52 -0
  11. package/lib/cjs/CesiumAccessClient.d.ts.map +1 -0
  12. package/lib/cjs/CesiumAccessClient.js +10 -0
  13. package/lib/cjs/CesiumAccessClient.js.map +1 -0
  14. package/lib/cjs/DisplayStyleState.js +2 -2
  15. package/lib/cjs/DisplayStyleState.js.map +1 -1
  16. package/lib/cjs/GeoProviders.d.ts +45 -0
  17. package/lib/cjs/GeoProviders.d.ts.map +1 -0
  18. package/lib/cjs/GeoProviders.js +49 -0
  19. package/lib/cjs/GeoProviders.js.map +1 -0
  20. package/lib/cjs/GraphicalEditingScope.d.ts +22 -1
  21. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  22. package/lib/cjs/GraphicalEditingScope.js +27 -1
  23. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  24. package/lib/cjs/HitDetail.d.ts +1 -1
  25. package/lib/cjs/HitDetail.d.ts.map +1 -1
  26. package/lib/cjs/HitDetail.js +10 -7
  27. package/lib/cjs/HitDetail.js.map +1 -1
  28. package/lib/cjs/IModelApp.d.ts +33 -0
  29. package/lib/cjs/IModelApp.d.ts.map +1 -1
  30. package/lib/cjs/IModelApp.js +33 -0
  31. package/lib/cjs/IModelApp.js.map +1 -1
  32. package/lib/cjs/IModelConnection.d.ts +9 -9
  33. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  34. package/lib/cjs/IModelConnection.js +21 -14
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IpcApp.d.ts +1 -1
  37. package/lib/cjs/IpcApp.js +1 -1
  38. package/lib/cjs/IpcApp.js.map +1 -1
  39. package/lib/cjs/NativeApp.d.ts.map +1 -1
  40. package/lib/cjs/NativeApp.js +1 -3
  41. package/lib/cjs/NativeApp.js.map +1 -1
  42. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -1
  43. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  44. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +23 -5
  45. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  46. package/lib/cjs/SelectionSet.d.ts +7 -7
  47. package/lib/cjs/SelectionSet.js +3 -3
  48. package/lib/cjs/SelectionSet.js.map +1 -1
  49. package/lib/cjs/SubCategoriesCache.d.ts +15 -3
  50. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  51. package/lib/cjs/SubCategoriesCache.js +98 -26
  52. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  53. package/lib/cjs/ViewGlobalLocation.d.ts +1 -1
  54. package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
  55. package/lib/cjs/ViewGlobalLocation.js +3 -6
  56. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  57. package/lib/cjs/ViewState.d.ts +1 -1
  58. package/lib/cjs/ViewState.js +1 -1
  59. package/lib/cjs/ViewState.js.map +1 -1
  60. package/lib/cjs/Viewport.d.ts +5 -4
  61. package/lib/cjs/Viewport.d.ts.map +1 -1
  62. package/lib/cjs/Viewport.js +16 -4
  63. package/lib/cjs/Viewport.js.map +1 -1
  64. package/lib/cjs/core-frontend.d.ts +3 -0
  65. package/lib/cjs/core-frontend.d.ts.map +1 -1
  66. package/lib/cjs/core-frontend.js +4 -0
  67. package/lib/cjs/core-frontend.js.map +1 -1
  68. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts +1 -1
  69. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  70. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +1 -1
  71. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  72. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts +2 -2
  73. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  74. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +2 -2
  75. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  76. package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts +1 -1
  77. package/lib/cjs/internal/render/webgl/ClippingProgram.d.ts.map +1 -1
  78. package/lib/cjs/internal/render/webgl/ClippingProgram.js +1 -1
  79. package/lib/cjs/internal/render/webgl/ClippingProgram.js.map +1 -1
  80. package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts +2 -2
  81. package/lib/cjs/internal/render/webgl/ShaderProgram.d.ts.map +1 -1
  82. package/lib/cjs/internal/render/webgl/ShaderProgram.js +2 -2
  83. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  84. package/lib/cjs/internal/render/webgl/Technique.d.ts +3 -3
  85. package/lib/cjs/internal/render/webgl/Technique.d.ts.map +1 -1
  86. package/lib/cjs/internal/render/webgl/Technique.js +3 -3
  87. package/lib/cjs/internal/render/webgl/Technique.js.map +1 -1
  88. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts +3 -3
  89. package/lib/cjs/internal/tile/DynamicIModelTile.d.ts.map +1 -1
  90. package/lib/cjs/internal/tile/DynamicIModelTile.js +26 -6
  91. package/lib/cjs/internal/tile/DynamicIModelTile.js.map +1 -1
  92. package/lib/cjs/internal/tile/IModelTileTree.d.ts.map +1 -1
  93. package/lib/cjs/internal/tile/IModelTileTree.js +4 -2
  94. package/lib/cjs/internal/tile/IModelTileTree.js.map +1 -1
  95. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts +1 -1
  96. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  97. package/lib/cjs/internal/tile/RealityModelTileTree.js +7 -3
  98. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  99. package/lib/cjs/internal/tile/RealityTileLoader.d.ts +22 -0
  100. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  101. package/lib/cjs/internal/tile/RealityTileLoader.js +53 -5
  102. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  103. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +1 -1
  104. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  105. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +1 -1
  106. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  107. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts +2 -1
  108. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  109. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -1
  110. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  111. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts +1 -1
  112. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.d.ts.map +1 -1
  113. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js +1 -1
  114. package/lib/cjs/internal/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
  115. package/lib/cjs/properties/AngleDescription.d.ts +2 -1
  116. package/lib/cjs/properties/AngleDescription.d.ts.map +1 -1
  117. package/lib/cjs/properties/AngleDescription.js +4 -1
  118. package/lib/cjs/properties/AngleDescription.js.map +1 -1
  119. package/lib/cjs/properties/FormattedQuantityDescription.d.ts +29 -1
  120. package/lib/cjs/properties/FormattedQuantityDescription.d.ts.map +1 -1
  121. package/lib/cjs/properties/FormattedQuantityDescription.js +35 -0
  122. package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
  123. package/lib/cjs/properties/LengthDescription.d.ts +6 -3
  124. package/lib/cjs/properties/LengthDescription.d.ts.map +1 -1
  125. package/lib/cjs/properties/LengthDescription.js +12 -3
  126. package/lib/cjs/properties/LengthDescription.js.map +1 -1
  127. package/lib/cjs/render/Decorations.d.ts +1 -1
  128. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  129. package/lib/cjs/render/Decorations.js +1 -1
  130. package/lib/cjs/render/Decorations.js.map +1 -1
  131. package/lib/cjs/render/GraphicBranch.d.ts +1 -1
  132. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  133. package/lib/cjs/render/GraphicBranch.js +1 -1
  134. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  135. package/lib/cjs/render/RenderSystem.d.ts +2 -2
  136. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  137. package/lib/cjs/render/RenderSystem.js +1 -1
  138. package/lib/cjs/render/RenderSystem.js.map +1 -1
  139. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +1 -1
  140. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  141. package/lib/cjs/request/Request.d.ts +2 -2
  142. package/lib/cjs/request/Request.js.map +1 -1
  143. package/lib/cjs/tile/RealityTile.d.ts +5 -0
  144. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  145. package/lib/cjs/tile/RealityTile.js +4 -0
  146. package/lib/cjs/tile/RealityTile.js.map +1 -1
  147. package/lib/cjs/tile/Tile.d.ts +1 -1
  148. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  149. package/lib/cjs/tile/Tile.js +1 -1
  150. package/lib/cjs/tile/Tile.js.map +1 -1
  151. package/lib/cjs/tile/TileAdmin.d.ts +23 -1
  152. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  153. package/lib/cjs/tile/TileAdmin.js +17 -1
  154. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  155. package/lib/cjs/tile/TileTree.d.ts +1 -1
  156. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  157. package/lib/cjs/tile/TileTree.js +1 -1
  158. package/lib/cjs/tile/TileTree.js.map +1 -1
  159. package/lib/cjs/tile/TileTreeReference.d.ts +1 -1
  160. package/lib/cjs/tile/TileTreeReference.d.ts.map +1 -1
  161. package/lib/cjs/tile/TileTreeReference.js +1 -1
  162. package/lib/cjs/tile/TileTreeReference.js.map +1 -1
  163. package/lib/cjs/tile/map/BingElevation.d.ts +16 -4
  164. package/lib/cjs/tile/map/BingElevation.d.ts.map +1 -1
  165. package/lib/cjs/tile/map/BingElevation.js +18 -8
  166. package/lib/cjs/tile/map/BingElevation.js.map +1 -1
  167. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts +16 -1
  168. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
  169. package/lib/cjs/tile/map/CesiumTerrainProvider.js +58 -18
  170. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  171. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -2
  172. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  173. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  174. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  175. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +6 -1
  176. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  177. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  178. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +1 -0
  179. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  180. package/lib/cjs/tile/map/MapLayerImageryFormats.js +3 -0
  181. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  182. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +1 -1
  183. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  184. package/lib/cjs/tile/map/MapLayerImageryProvider.js +1 -1
  185. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  186. package/lib/cjs/tile/map/MapTileTree.d.ts +1 -1
  187. package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
  188. package/lib/cjs/tile/map/MapTileTree.js +20 -9
  189. package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
  190. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +7 -1
  191. package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
  192. package/lib/cjs/tile/map/TerrainMeshProvider.js +1 -1
  193. package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
  194. package/lib/cjs/tools/AccuDrawShortcutTool.d.ts +29 -0
  195. package/lib/cjs/tools/AccuDrawShortcutTool.d.ts.map +1 -0
  196. package/lib/cjs/tools/AccuDrawShortcutTool.js +139 -0
  197. package/lib/cjs/tools/AccuDrawShortcutTool.js.map +1 -0
  198. package/lib/cjs/tools/AccuDrawTool.d.ts +13 -68
  199. package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
  200. package/lib/cjs/tools/AccuDrawTool.js +103 -129
  201. package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
  202. package/lib/cjs/tools/SetupCameraTools.d.ts +89 -0
  203. package/lib/cjs/tools/SetupCameraTools.d.ts.map +1 -0
  204. package/lib/cjs/tools/SetupCameraTools.js +444 -0
  205. package/lib/cjs/tools/SetupCameraTools.js.map +1 -0
  206. package/lib/cjs/tools/ToolAdmin.d.ts +5 -2
  207. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  208. package/lib/cjs/tools/ToolAdmin.js +30 -7
  209. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  210. package/lib/cjs/tools/ViewTool.d.ts +1 -81
  211. package/lib/cjs/tools/ViewTool.d.ts.map +1 -1
  212. package/lib/cjs/tools/ViewTool.js +13 -410
  213. package/lib/cjs/tools/ViewTool.js.map +1 -1
  214. package/lib/esm/AccuDraw.d.ts +2 -0
  215. package/lib/esm/AccuDraw.d.ts.map +1 -1
  216. package/lib/esm/AccuDraw.js +9 -1
  217. package/lib/esm/AccuDraw.js.map +1 -1
  218. package/lib/esm/BingLocation.d.ts +4 -0
  219. package/lib/esm/BingLocation.d.ts.map +1 -1
  220. package/lib/esm/BingLocation.js +6 -1
  221. package/lib/esm/BingLocation.js.map +1 -1
  222. package/lib/esm/CesiumAccessClient.d.ts +52 -0
  223. package/lib/esm/CesiumAccessClient.d.ts.map +1 -0
  224. package/lib/esm/CesiumAccessClient.js +9 -0
  225. package/lib/esm/CesiumAccessClient.js.map +1 -0
  226. package/lib/esm/DisplayStyleState.js +2 -2
  227. package/lib/esm/DisplayStyleState.js.map +1 -1
  228. package/lib/esm/GeoProviders.d.ts +45 -0
  229. package/lib/esm/GeoProviders.d.ts.map +1 -0
  230. package/lib/esm/GeoProviders.js +45 -0
  231. package/lib/esm/GeoProviders.js.map +1 -0
  232. package/lib/esm/GraphicalEditingScope.d.ts +22 -1
  233. package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
  234. package/lib/esm/GraphicalEditingScope.js +27 -1
  235. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  236. package/lib/esm/HitDetail.d.ts +1 -1
  237. package/lib/esm/HitDetail.d.ts.map +1 -1
  238. package/lib/esm/HitDetail.js +11 -8
  239. package/lib/esm/HitDetail.js.map +1 -1
  240. package/lib/esm/IModelApp.d.ts +33 -0
  241. package/lib/esm/IModelApp.d.ts.map +1 -1
  242. package/lib/esm/IModelApp.js +34 -1
  243. package/lib/esm/IModelApp.js.map +1 -1
  244. package/lib/esm/IModelConnection.d.ts +9 -9
  245. package/lib/esm/IModelConnection.d.ts.map +1 -1
  246. package/lib/esm/IModelConnection.js +21 -14
  247. package/lib/esm/IModelConnection.js.map +1 -1
  248. package/lib/esm/IpcApp.d.ts +1 -1
  249. package/lib/esm/IpcApp.js +1 -1
  250. package/lib/esm/IpcApp.js.map +1 -1
  251. package/lib/esm/NativeApp.d.ts.map +1 -1
  252. package/lib/esm/NativeApp.js +1 -3
  253. package/lib/esm/NativeApp.js.map +1 -1
  254. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -1
  255. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  256. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js +24 -6
  257. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  258. package/lib/esm/SelectionSet.d.ts +7 -7
  259. package/lib/esm/SelectionSet.js +3 -3
  260. package/lib/esm/SelectionSet.js.map +1 -1
  261. package/lib/esm/SubCategoriesCache.d.ts +15 -3
  262. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  263. package/lib/esm/SubCategoriesCache.js +99 -27
  264. package/lib/esm/SubCategoriesCache.js.map +1 -1
  265. package/lib/esm/ViewGlobalLocation.d.ts +1 -1
  266. package/lib/esm/ViewGlobalLocation.d.ts.map +1 -1
  267. package/lib/esm/ViewGlobalLocation.js +3 -6
  268. package/lib/esm/ViewGlobalLocation.js.map +1 -1
  269. package/lib/esm/ViewState.d.ts +1 -1
  270. package/lib/esm/ViewState.js +1 -1
  271. package/lib/esm/ViewState.js.map +1 -1
  272. package/lib/esm/Viewport.d.ts +5 -4
  273. package/lib/esm/Viewport.d.ts.map +1 -1
  274. package/lib/esm/Viewport.js +16 -4
  275. package/lib/esm/Viewport.js.map +1 -1
  276. package/lib/esm/core-frontend.d.ts +3 -0
  277. package/lib/esm/core-frontend.d.ts.map +1 -1
  278. package/lib/esm/core-frontend.js +6 -1
  279. package/lib/esm/core-frontend.js.map +1 -1
  280. package/lib/esm/internal/render/webgl/AtmosphereUniforms.d.ts +1 -1
  281. package/lib/esm/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  282. package/lib/esm/internal/render/webgl/AtmosphereUniforms.js +1 -1
  283. package/lib/esm/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  284. package/lib/esm/internal/render/webgl/AttributeBuffers.d.ts +2 -2
  285. package/lib/esm/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  286. package/lib/esm/internal/render/webgl/AttributeBuffers.js +2 -2
  287. package/lib/esm/internal/render/webgl/AttributeBuffers.js.map +1 -1
  288. package/lib/esm/internal/render/webgl/ClippingProgram.d.ts +1 -1
  289. package/lib/esm/internal/render/webgl/ClippingProgram.d.ts.map +1 -1
  290. package/lib/esm/internal/render/webgl/ClippingProgram.js +1 -1
  291. package/lib/esm/internal/render/webgl/ClippingProgram.js.map +1 -1
  292. package/lib/esm/internal/render/webgl/ShaderProgram.d.ts +2 -2
  293. package/lib/esm/internal/render/webgl/ShaderProgram.d.ts.map +1 -1
  294. package/lib/esm/internal/render/webgl/ShaderProgram.js +2 -2
  295. package/lib/esm/internal/render/webgl/ShaderProgram.js.map +1 -1
  296. package/lib/esm/internal/render/webgl/Technique.d.ts +3 -3
  297. package/lib/esm/internal/render/webgl/Technique.d.ts.map +1 -1
  298. package/lib/esm/internal/render/webgl/Technique.js +3 -3
  299. package/lib/esm/internal/render/webgl/Technique.js.map +1 -1
  300. package/lib/esm/internal/tile/DynamicIModelTile.d.ts +3 -3
  301. package/lib/esm/internal/tile/DynamicIModelTile.d.ts.map +1 -1
  302. package/lib/esm/internal/tile/DynamicIModelTile.js +26 -6
  303. package/lib/esm/internal/tile/DynamicIModelTile.js.map +1 -1
  304. package/lib/esm/internal/tile/IModelTileTree.d.ts.map +1 -1
  305. package/lib/esm/internal/tile/IModelTileTree.js +4 -2
  306. package/lib/esm/internal/tile/IModelTileTree.js.map +1 -1
  307. package/lib/esm/internal/tile/RealityModelTileTree.d.ts +1 -1
  308. package/lib/esm/internal/tile/RealityModelTileTree.d.ts.map +1 -1
  309. package/lib/esm/internal/tile/RealityModelTileTree.js +7 -3
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  311. package/lib/esm/internal/tile/RealityTileLoader.d.ts +22 -0
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { BlurType } from \"./CachedGeometry\";\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\nimport { createBlurProgram } from \"./glsl/Blur\";\nimport { createEDLCalcBasicProgram, createEDLCalcFullProgram, createEDLFilterProgram, createEDLMixProgram } from \"./glsl/EDL\";\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\nimport { createCompositeProgram } from \"./glsl/Composite\";\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\nimport {\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassSetBlendProgram,\n} from \"./glsl/CopyStencil\";\nimport { createEdgeBuilder, EdgeBuilderType } from \"./glsl/Edge\";\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\nimport {\n addColorOverrideMix, createClassifierRealityMeshHiliter, createRealityMeshBuilder, createRealityMeshHiliter,\n} from \"./glsl/RealityMesh\";\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\nimport { createSkySphereBuilder } from \"./glsl/SkySphere\";\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\nimport { addTranslucency } from \"./glsl/Translucency\";\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { ProgramBuilder, VertexShaderComponent } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport {\n EnableAtmosphere,\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, IsWiremesh, PositionType, TechniqueFlags,\n} from \"./TechniqueFlags\";\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\n\n/** Defines a rendering technique implemented using one or more shader programs.\n * @internal\n */\nexport interface Technique extends WebGLDisposable {\n getShader(flags: TechniqueFlags): ShaderProgram;\n getShaderByIndex(index: number): ShaderProgram;\n getShaderCount(): number;\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n compileShaders(): boolean;\n}\n\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\n * @internal\n */\nexport class SingularTechnique implements Technique {\n public readonly program: ShaderProgram;\n\n // Note: Technique assumes ownership of a program\n public constructor(program: ShaderProgram) { this.program = program; }\n\n public getShader(_flags: TechniqueFlags) { return this.program; }\n public getShaderByIndex(_index: number) { return this.program; }\n public getShaderCount() { return 1; }\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\n\n public get isDisposed(): boolean { return this.program.isDisposed; }\n\n public [Symbol.dispose](): void {\n this.program[Symbol.dispose]();\n }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n}\n\nfunction numFeatureVariants(numBaseShaders: number) {\n return numBaseShaders * 3;\n}\n\nconst numHiliteVariants = 2; // instanced and non-instanced.\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\nconst scratchTechniqueFlags = new TechniqueFlags();\nconst scratchHiliteFlags = new TechniqueFlags();\n\ntype CreateHiliter = (instanced: IsInstanced, classified: IsClassified, posType: PositionType) => ProgramBuilder;\n\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\n * @internal\n */\nexport abstract class VariedTechnique implements Technique {\n private readonly _basicPrograms: ShaderProgram[] = [];\n private readonly _clippingPrograms: ClippingProgram[] = [];\n\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\n * conditional discard to prevent that.\n */\n protected _earlyZFlags: TechniqueFlags[] = [];\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._basicPrograms) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n for (const clipper of this._clippingPrograms)\n if (!clipper.compile())\n allCompiled = false;\n\n return allCompiled;\n }\n\n protected finishConstruction(): void {\n this._earlyZFlags.length = 0;\n\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._basicPrograms) {\n assert(undefined !== program);\n program[Symbol.dispose]();\n }\n\n this._basicPrograms.length = 0;\n for (const clipShaderObj of this._clippingPrograms) {\n assert(undefined !== clipShaderObj);\n clipShaderObj[Symbol.dispose]();\n }\n\n this._clippingPrograms.length = 0;\n this._isDisposed = true;\n }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n\n protected constructor(numPrograms: number) {\n this._basicPrograms.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n if (System.instance.supportsLogZBuffer) {\n addLogDepth(builder);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n if (System.instance.fragDepthDoesNotDisableEarlyZ)\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\n }\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._basicPrograms[index] === undefined);\n this._basicPrograms[index] = builder.buildProgram(gl);\n assert(this._basicPrograms[index] !== undefined);\n\n // Clipping programs always include a discard, so never require workaround.\n builder.frag.requiresEarlyZWorkaround = false;\n\n assert(this._clippingPrograms[index] === undefined);\n this._clippingPrograms[index] = createClippingProgram(builder);\n assert(this._clippingPrograms[index] !== undefined);\n }\n\n protected addHiliteShader(gl: WebGL2RenderingContext, instanced: IsInstanced, classified: IsClassified, posType: PositionType, create: CreateHiliter): void {\n const builder = create(instanced, classified, posType);\n scratchHiliteFlags.initForHilite(0, instanced, classified, posType);\n this.addShader(builder, scratchHiliteFlags, gl);\n }\n\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n flags.isTranslucent = true;\n addTranslucency(builder);\n this.addShader(builder, flags, gl);\n }\n\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\n const frag = builder.frag;\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(frag);\n } else {\n const vert = builder.vert;\n addFrustum(builder);\n addEyeSpace(builder);\n addModelViewMatrix(vert);\n addRenderOrder(frag);\n addFeatureId(builder, false);\n addPickBufferOutputs(frag);\n }\n }\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (flags.hasClip) {\n const entry = this._clippingPrograms[index];\n assert(undefined !== entry);\n program = entry.getProgram(flags.numClipPlanes);\n }\n\n if (program === undefined)\n program = this._basicPrograms[index];\n\n return program;\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderByIndex(index: number): ShaderProgram {\n return this._basicPrograms[index];\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderCount(): number {\n return this._basicPrograms.length;\n }\n\n /** For tests. */\n public forEachProgram(func: (program: ShaderProgram) => void): void {\n for (const basic of this._basicPrograms)\n func(basic);\n\n for (const clip of this._clippingPrograms) {\n const prog = clip.getProgram(1);\n assert(undefined !== prog);\n func(prog);\n }\n }\n}\n\nconst positionTypes: PositionType[] = [\"quantized\", \"unquantized\"];\n\nclass SurfaceTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kAnimated = 4;\n private static readonly _kWiremesh = 8;\n private static readonly _kShadowable = 16;\n private static readonly _kThematic = 32;\n private static readonly _kFeature = 48;\n\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\n\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\n\n // 3 base classified variations - 1 per feature mode.\n // Plus thematic variant of each and shadowable variant of each = 9\n // Plus translucent variant of each of those = 18\n // Plus 1 hilite shader = 19\n private static readonly _kUnquantized = SurfaceTechnique._kClassified + 19;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(SurfaceTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Classified\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, createSurfaceHiliter);\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\n for (const featureMode of featureModes) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, instanced, shadowable, thematic, posType);\n flags.isAnimated = iAnimate;\n flags.isEdgeTestNeeded = edgeTestNeeded;\n flags.isTranslucent = 1 === iTranslucent;\n flags.isWiremesh = wiremesh;\n\n const builder = createSurfaceBuilder(flags);\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createSurfaceHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"unquantized\", createSurfaceHiliter);\n\n for (const posType of positionTypes) {\n for (let translucent = 0; translucent < 2; translucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (const featureMode of featureModes) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, posType);\n flags.isClassified = IsClassified.Yes;\n flags.isTranslucent = (0 !== translucent);\n\n const builder = createSurfaceBuilder(flags);\n if (flags.isTranslucent)\n addTranslucency(builder);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Surface\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(!(flags.isThematic && flags.isShadowable));\n\n const idxOffset = flags.positionType === \"unquantized\" ? SurfaceTechnique._kUnquantized : 0;\n if (flags.isClassified) {\n assert(!flags.isAnimated);\n assert(!flags.isInstanced);\n assert(!flags.isEdgeTestNeeded);\n\n // First classified shader is for hilite\n if (flags.isHilite)\n return SurfaceTechnique._kClassified + idxOffset;\n\n // The rest are organized in 3 groups of 6 - one group per feature mode.\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\n let baseIndex = SurfaceTechnique._kClassified + 1;\n if (flags.isTranslucent)\n baseIndex += 1;\n if (flags.isShadowable)\n baseIndex += 2;\n if (flags.isThematic)\n baseIndex += 4;\n\n const featureOffset = 6 * flags.featureMode;\n return baseIndex + featureOffset + idxOffset;\n } else if (flags.isHilite) {\n assert(flags.hasFeatures);\n return SurfaceTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\n index += SurfaceTechnique._kThematic * flags.isThematic;\n index += SurfaceTechnique._kWiremesh * flags.isWiremesh;\n\n if (flags.isEdgeTestNeeded)\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\n else\n index += SurfaceTechnique._kFeature * flags.featureMode;\n\n return index + idxOffset;\n }\n}\n\nclass PolylineTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\n private static readonly _kUnquantized = PolylineTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PolylineTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPolylineHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Polyline\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = flags.positionType === \"unquantized\" ? PolylineTechnique._kUnquantized : 0;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PolylineTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\n index += PolylineTechnique._kFeature * flags.featureMode;\n index += PolylineTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass EdgeTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kAnimated = 2;\n private static readonly _kInstanced = 4;\n private static readonly _kFeature = 8;\n private static readonly _kUnquantized = numFeatureVariants(EdgeTechnique._kFeature);\n private readonly _type: EdgeBuilderType;\n\n public constructor(gl: WebGL2RenderingContext, type: EdgeBuilderType) {\n super(EdgeTechnique._kUnquantized * 2);\n this._type = type;\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n const builder = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return this._type; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\n index += EdgeTechnique._kFeature * flags.featureMode;\n if (flags.isAnimated)\n index += EdgeTechnique._kAnimated;\n\n if (flags.isInstanced)\n index += EdgeTechnique._kInstanced;\n\n if (\"unquantized\" === flags.positionType)\n index += EdgeTechnique._kUnquantized;\n\n return index;\n }\n}\n\nclass PointStringTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\n private static readonly _kUnquantized = PointStringTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointStringTechnique._kUnquantized * 2);\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPointStringHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointString\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = \"quantized\" === flags.positionType ? 0 : PointStringTechnique._kUnquantized;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PointStringTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\n index += PointStringTechnique._kFeature * flags.featureMode;\n index += PointStringTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass PointCloudTechnique extends VariedTechnique {\n private static readonly _kHilite = 8;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointCloudTechnique._kHilite + 2);\n\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n this.addHiliteShader(gl, IsInstanced.No, iClassified, \"quantized\", (_inst, classified) => createPointCloudHiliter(classified));\n const flags = scratchTechniqueFlags;\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\n for (const featureMode of pointCloudFeatureModes) {\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic, \"quantized\");\n flags.isClassified = iClassified;\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\n if (FeatureMode.Overrides === featureMode) {\n addUniformFeatureSymbology(builder, true);\n addColorOverrideMix(builder.vert);\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\n }\n\n this.addFeatureId(builder, featureMode);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointCloud\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(flags.positionType === \"quantized\", \"Unquantized point cloud positions not currently supported\");\n if (flags.isHilite)\n return PointCloudTechnique._kHilite + flags.isClassified;\n else {\n let ndx = 0;\n if (flags.isClassified)\n ndx++;\n if (flags.featureMode !== FeatureMode.None)\n ndx += 2;\n if (flags.isThematic)\n ndx += 4;\n return ndx;\n }\n }\n}\n\nclass RealityMeshTechnique extends VariedTechnique {\n private static readonly _numVariants = 194;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(RealityMeshTechnique._numVariants);\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n ];\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, \"quantized\", createRealityMeshHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createClassifierRealityMeshHiliter);\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const flags = scratchTechniqueFlags;\n for (const featureMode of featureModes) {\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, \"quantized\");\n flags.isClassified = iClassified;\n flags.isWiremesh = wiremesh;\n flags.isTranslucent = 1 === iTranslucent;\n flags.enableAtmosphere = enableAtmosphere;\n const builder = createRealityMeshBuilder(flags);\n\n if (flags.isTranslucent) {\n addShaderFlags(builder);\n addTranslucency(builder);\n } else\n this.addFeatureId(builder, featureMode);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"RealityMesh\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(\"quantized\" === flags.positionType, \"Unquantized reality mesh positions not currently supported.\");\n\n if (flags.isHilite)\n return flags.isClassified ? 1 : 0;\n let ndx = 2;\n if (flags.isClassified)\n ndx++;\n if (flags.isShadowable)\n ndx += 2;\n if (flags.isTranslucent)\n ndx += 4;\n ndx += 8 * flags.featureMode;\n if (flags.isThematic)\n ndx += 24;\n if (flags.isWiremesh)\n ndx += 48;\n if (flags.enableAtmosphere)\n ndx += 96;\n return ndx;\n }\n}\n\n/**\n * More generalized version of VariedTechnique, without assuming usage of clipping, logDepth, eyeSpace, etc.\n * Similar to SingularTechnique in its simplicity, but with support for multiple shader programs per technique.\n */\nabstract class MultipleTechnique implements Technique {\n private readonly _programs: ShaderProgram[] = [];\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public constructor(numPrograms: number) {\n this._programs.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._programs.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (program === undefined)\n program = this._programs[index];\n\n return program;\n }\n\n public getShaderByIndex(index: number): ShaderProgram {\n return this._programs[index];\n }\n\n public getShaderCount() {\n return this._programs.length;\n }\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._programs) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._programs) {\n assert(undefined !== program);\n dispose(program);\n }\n this._programs.length = 0;\n this._isDisposed = true;\n }\n\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._programs[index] === undefined);\n this._programs[index] = builder.buildProgram(gl);\n assert(this._programs[index] !== undefined);\n }\n\n protected finishConstruction(): void {\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._programs.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n}\n\nclass SkySphereTechnique extends MultipleTechnique {\n private static readonly _numVariants = 2; // one binary flag (2 ** 1)\n private readonly _isGradient: boolean;\n\n public constructor(gl: WebGL2RenderingContext, isGradient: boolean) {\n super(SkySphereTechnique._numVariants);\n this._isGradient = isGradient;\n\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const tempFlags = scratchTechniqueFlags;\n\n tempFlags.reset(FeatureMode.None, IsInstanced.No, IsShadowable.No, IsThematic.No, \"quantized\");\n tempFlags.enableAtmosphere = enableAtmosphere;\n const builder = createSkySphereBuilder(isGradient, tempFlags);\n\n this.addShader(builder, tempFlags, gl);\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return `SkySphere-${this._isGradient ? \"Gradient\" : \"Texture\"}`; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = 0;\n if (flags.enableAtmosphere)\n index += 1 << 0;\n\n return index;\n }\n}\n\ninterface PrioritizedShaderVariation {\n featureMode: FeatureMode;\n isInstanced: IsInstanced;\n isShadowable: IsShadowable;\n isEdgeTestedNeeded: IsEdgeTestNeeded;\n isTranslucent: boolean;\n}\n\ninterface PrioritizedTechniqueOrShader {\n techniqueId: TechniqueId;\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\n}\n\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n\n // Next, compile all shaders in specific techniques.\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\n { techniqueId: TechniqueId.Surface },\n { techniqueId: TechniqueId.Edge },\n { techniqueId: TechniqueId.SilhouetteEdge },\n { techniqueId: TechniqueId.Polyline },\n { techniqueId: TechniqueId.PointString },\n { techniqueId: TechniqueId.PointCloud },\n { techniqueId: TechniqueId.RealityMesh },\n\n // The following techniques take a trivial amount of time to compile - do them last\n { techniqueId: TechniqueId.OITClearTranslucent },\n { techniqueId: TechniqueId.CopyPickBuffers },\n { techniqueId: TechniqueId.CopyColor },\n { techniqueId: TechniqueId.CopyColorNoAlpha },\n { techniqueId: TechniqueId.ClearPickAndColor },\n { techniqueId: TechniqueId.CompositeTranslucent },\n { techniqueId: TechniqueId.CompositeHilite },\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\n { techniqueId: TechniqueId.CompositeOcclusion },\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\n { techniqueId: TechniqueId.CompositeAll },\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\n { techniqueId: TechniqueId.EVSMFromDepth },\n { techniqueId: TechniqueId.SkyBox },\n { techniqueId: TechniqueId.SkySphereGradient },\n { techniqueId: TechniqueId.SkySphereTexture },\n { techniqueId: TechniqueId.AmbientOcclusion },\n { techniqueId: TechniqueId.Blur },\n { techniqueId: TechniqueId.BlurTestOrder },\n { techniqueId: TechniqueId.CombineTextures },\n { techniqueId: TechniqueId.VolClassCopyZ },\n { techniqueId: TechniqueId.VolClassSetBlend },\n { techniqueId: TechniqueId.VolClassBlend },\n { techniqueId: TechniqueId.Combine3Textures },\n { techniqueId: TechniqueId.PlanarGrid },\n { techniqueId: TechniqueId.EDLCalcBasic },\n { techniqueId: TechniqueId.EDLCalcFull },\n { techniqueId: TechniqueId.EDLFilter },\n { techniqueId: TechniqueId.EDLMix },\n];\nconst numTechniquesByPriority = techniquesByPriority.length;\n\n/** A collection of rendering techniques accessed by ID.\n * @internal\n */\nexport class Techniques implements WebGLDisposable {\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\n private _techniqueByPriorityIndex = 0;\n private _shaderIndex = 0;\n\n public static create(gl: WebGL2RenderingContext): Techniques {\n const techs = new Techniques();\n techs.initializeBuiltIns(gl);\n return techs;\n }\n\n public getTechnique(id: TechniqueId): Technique {\n assert(id < this._list.length, \"technique index out of bounds\");\n return this._list[id];\n }\n\n public get numTechniques(): number {\n return this._list.length;\n }\n\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\n const id = this.getDynamicTechniqueId(name);\n if (undefined !== id)\n return id;\n\n this._dynamicTechniqueIds.push(name);\n this._list.push(technique);\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\n }\n\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\n const index = this._dynamicTechniqueIds.indexOf(name);\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\n }\n\n /** Execute each command in the list */\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\n\n using executor = new ShaderProgramExecutor(target, renderPass);\n for (const command of commands)\n command.execute(executor);\n\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\n this.execute(target, cmdsByIndex, renderPass);\n }\n\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\n public draw(params: DrawParams): void {\n const tech = this.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n\n using executor = new ShaderProgramExecutor(params.target, params.renderPass, program);\n assert(executor.isValid);\n if (executor.isValid) {\n executor.draw(params);\n }\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n public get isDisposed(): boolean { return 0 === this._list.length; }\n\n public [Symbol.dispose](): void {\n for (const tech of this._list)\n dispose(tech);\n this._list.length = 0;\n }\n\n /** @deprecated in 5.0 - will not be removed until after 2026-06-13. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n public compileShaders(): boolean {\n let allCompiled = true;\n\n for (const tech of this._list) {\n if (!tech.compileShaders())\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\n public idleCompileNextShader(): boolean {\n let compileStatus = CompileStatus.Success;\n let wasPreviouslyCompiled = false;\n\n do {\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\n return false;\n\n let shader: ShaderProgram;\n let numShaders = 0;\n\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\n const tech = this._list[pTech.techniqueId];\n\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\n const flags = scratchTechniqueFlags;\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No, \"quantized\");\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\n flags.isTranslucent = pTech.specificShader.isTranslucent;\n shader = tech.getShader(flags);\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\n shader = tech.getShaderByIndex(this._shaderIndex);\n this._shaderIndex++;\n numShaders = tech.getShaderCount();\n }\n\n if (shader.isCompiled)\n wasPreviouslyCompiled = true;\n else {\n compileStatus = shader.compile();\n wasPreviouslyCompiled = false;\n }\n\n if (this._shaderIndex >= numShaders) {\n this._techniqueByPriorityIndex++;\n this._shaderIndex = 0;\n }\n } while (wasPreviouslyCompiled);\n\n return compileStatus === CompileStatus.Success;\n }\n\n /** For tests. */\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\n for (const technique of this._list)\n if (technique instanceof VariedTechnique)\n technique.forEachProgram(func);\n }\n\n private constructor() { }\n\n private initializeBuiltIns(gl: WebGL2RenderingContext): void {\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\n this._list[TechniqueId.SkySphereGradient] = new SkySphereTechnique(gl, true);\n this._list[TechniqueId.SkySphereTexture] = new SkySphereTechnique(gl, false);\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl, BlurType.NoTest));\n this._list[TechniqueId.BlurTestOrder] = new SingularTechnique(createBlurProgram(gl, BlurType.TestOrder));\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, \"SegmentEdge\");\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, \"Silhouette\");\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\n this._list[TechniqueId.EDLCalcBasic] = new SingularTechnique(createEDLCalcBasicProgram(gl));\n this._list[TechniqueId.EDLCalcFull] = new SingularTechnique(createEDLCalcFullProgram(gl));\n this._list[TechniqueId.EDLFilter] = new SingularTechnique(createEDLFilterProgram(gl));\n this._list[TechniqueId.EDLMix] = new SingularTechnique(createEDLMixProgram(gl));\n\n this._list[TechniqueId.IndexedEdge] = new EdgeTechnique(gl, \"IndexedEdge\");\n\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\n\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\n const techId = computeCompositeTechniqueId(compositeFlags);\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\n }\n\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\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 { assert, dispose } from \"@itwin/core-bentley\";\nimport { BlurType } from \"./CachedGeometry\";\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\nimport { createBlurProgram } from \"./glsl/Blur\";\nimport { createEDLCalcBasicProgram, createEDLCalcFullProgram, createEDLFilterProgram, createEDLMixProgram } from \"./glsl/EDL\";\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\nimport { createCompositeProgram } from \"./glsl/Composite\";\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\nimport {\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassSetBlendProgram,\n} from \"./glsl/CopyStencil\";\nimport { createEdgeBuilder, EdgeBuilderType } from \"./glsl/Edge\";\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\nimport {\n addColorOverrideMix, createClassifierRealityMeshHiliter, createRealityMeshBuilder, createRealityMeshHiliter,\n} from \"./glsl/RealityMesh\";\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\nimport { createSkySphereBuilder } from \"./glsl/SkySphere\";\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\nimport { addTranslucency } from \"./glsl/Translucency\";\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { ProgramBuilder, VertexShaderComponent } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport {\n EnableAtmosphere,\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, IsWiremesh, PositionType, TechniqueFlags,\n} from \"./TechniqueFlags\";\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\n\n/** Defines a rendering technique implemented using one or more shader programs.\n * @internal\n */\nexport interface Technique extends WebGLDisposable {\n getShader(flags: TechniqueFlags): ShaderProgram;\n getShaderByIndex(index: number): ShaderProgram;\n getShaderCount(): number;\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n compileShaders(): boolean;\n}\n\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\n * @internal\n */\nexport class SingularTechnique implements Technique {\n public readonly program: ShaderProgram;\n\n // Note: Technique assumes ownership of a program\n public constructor(program: ShaderProgram) { this.program = program; }\n\n public getShader(_flags: TechniqueFlags) { return this.program; }\n public getShaderByIndex(_index: number) { return this.program; }\n public getShaderCount() { return 1; }\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\n\n public get isDisposed(): boolean { return this.program.isDisposed; }\n\n public [Symbol.dispose](): void {\n this.program[Symbol.dispose]();\n }\n\n /** @deprecated in 5.0 - might be removed in next major version. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n}\n\nfunction numFeatureVariants(numBaseShaders: number) {\n return numBaseShaders * 3;\n}\n\nconst numHiliteVariants = 2; // instanced and non-instanced.\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\nconst scratchTechniqueFlags = new TechniqueFlags();\nconst scratchHiliteFlags = new TechniqueFlags();\n\ntype CreateHiliter = (instanced: IsInstanced, classified: IsClassified, posType: PositionType) => ProgramBuilder;\n\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\n * @internal\n */\nexport abstract class VariedTechnique implements Technique {\n private readonly _basicPrograms: ShaderProgram[] = [];\n private readonly _clippingPrograms: ClippingProgram[] = [];\n\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\n * conditional discard to prevent that.\n */\n protected _earlyZFlags: TechniqueFlags[] = [];\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._basicPrograms) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n for (const clipper of this._clippingPrograms)\n if (!clipper.compile())\n allCompiled = false;\n\n return allCompiled;\n }\n\n protected finishConstruction(): void {\n this._earlyZFlags.length = 0;\n\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._basicPrograms) {\n assert(undefined !== program);\n program[Symbol.dispose]();\n }\n\n this._basicPrograms.length = 0;\n for (const clipShaderObj of this._clippingPrograms) {\n assert(undefined !== clipShaderObj);\n clipShaderObj[Symbol.dispose]();\n }\n\n this._clippingPrograms.length = 0;\n this._isDisposed = true;\n }\n\n /** @deprecated in 5.0 - might be removed in next major version. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n\n protected constructor(numPrograms: number) {\n this._basicPrograms.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n if (System.instance.supportsLogZBuffer) {\n addLogDepth(builder);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n if (System.instance.fragDepthDoesNotDisableEarlyZ)\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\n }\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._basicPrograms[index] === undefined);\n this._basicPrograms[index] = builder.buildProgram(gl);\n assert(this._basicPrograms[index] !== undefined);\n\n // Clipping programs always include a discard, so never require workaround.\n builder.frag.requiresEarlyZWorkaround = false;\n\n assert(this._clippingPrograms[index] === undefined);\n this._clippingPrograms[index] = createClippingProgram(builder);\n assert(this._clippingPrograms[index] !== undefined);\n }\n\n protected addHiliteShader(gl: WebGL2RenderingContext, instanced: IsInstanced, classified: IsClassified, posType: PositionType, create: CreateHiliter): void {\n const builder = create(instanced, classified, posType);\n scratchHiliteFlags.initForHilite(0, instanced, classified, posType);\n this.addShader(builder, scratchHiliteFlags, gl);\n }\n\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n flags.isTranslucent = true;\n addTranslucency(builder);\n this.addShader(builder, flags, gl);\n }\n\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\n const frag = builder.frag;\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(frag);\n } else {\n const vert = builder.vert;\n addFrustum(builder);\n addEyeSpace(builder);\n addModelViewMatrix(vert);\n addRenderOrder(frag);\n addFeatureId(builder, false);\n addPickBufferOutputs(frag);\n }\n }\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (flags.hasClip) {\n const entry = this._clippingPrograms[index];\n assert(undefined !== entry);\n program = entry.getProgram(flags.numClipPlanes);\n }\n\n if (program === undefined)\n program = this._basicPrograms[index];\n\n return program;\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderByIndex(index: number): ShaderProgram {\n return this._basicPrograms[index];\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderCount(): number {\n return this._basicPrograms.length;\n }\n\n /** For tests. */\n public forEachProgram(func: (program: ShaderProgram) => void): void {\n for (const basic of this._basicPrograms)\n func(basic);\n\n for (const clip of this._clippingPrograms) {\n const prog = clip.getProgram(1);\n assert(undefined !== prog);\n func(prog);\n }\n }\n}\n\nconst positionTypes: PositionType[] = [\"quantized\", \"unquantized\"];\n\nclass SurfaceTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kAnimated = 4;\n private static readonly _kWiremesh = 8;\n private static readonly _kShadowable = 16;\n private static readonly _kThematic = 32;\n private static readonly _kFeature = 48;\n\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\n\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\n\n // 3 base classified variations - 1 per feature mode.\n // Plus thematic variant of each and shadowable variant of each = 9\n // Plus translucent variant of each of those = 18\n // Plus 1 hilite shader = 19\n private static readonly _kUnquantized = SurfaceTechnique._kClassified + 19;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(SurfaceTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Classified\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, createSurfaceHiliter);\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\n for (const featureMode of featureModes) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, instanced, shadowable, thematic, posType);\n flags.isAnimated = iAnimate;\n flags.isEdgeTestNeeded = edgeTestNeeded;\n flags.isTranslucent = 1 === iTranslucent;\n flags.isWiremesh = wiremesh;\n\n const builder = createSurfaceBuilder(flags);\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createSurfaceHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"unquantized\", createSurfaceHiliter);\n\n for (const posType of positionTypes) {\n for (let translucent = 0; translucent < 2; translucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (const featureMode of featureModes) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, posType);\n flags.isClassified = IsClassified.Yes;\n flags.isTranslucent = (0 !== translucent);\n\n const builder = createSurfaceBuilder(flags);\n if (flags.isTranslucent)\n addTranslucency(builder);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Surface\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(!(flags.isThematic && flags.isShadowable));\n\n const idxOffset = flags.positionType === \"unquantized\" ? SurfaceTechnique._kUnquantized : 0;\n if (flags.isClassified) {\n assert(!flags.isAnimated);\n assert(!flags.isInstanced);\n assert(!flags.isEdgeTestNeeded);\n\n // First classified shader is for hilite\n if (flags.isHilite)\n return SurfaceTechnique._kClassified + idxOffset;\n\n // The rest are organized in 3 groups of 6 - one group per feature mode.\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\n let baseIndex = SurfaceTechnique._kClassified + 1;\n if (flags.isTranslucent)\n baseIndex += 1;\n if (flags.isShadowable)\n baseIndex += 2;\n if (flags.isThematic)\n baseIndex += 4;\n\n const featureOffset = 6 * flags.featureMode;\n return baseIndex + featureOffset + idxOffset;\n } else if (flags.isHilite) {\n assert(flags.hasFeatures);\n return SurfaceTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\n index += SurfaceTechnique._kThematic * flags.isThematic;\n index += SurfaceTechnique._kWiremesh * flags.isWiremesh;\n\n if (flags.isEdgeTestNeeded)\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\n else\n index += SurfaceTechnique._kFeature * flags.featureMode;\n\n return index + idxOffset;\n }\n}\n\nclass PolylineTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\n private static readonly _kUnquantized = PolylineTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PolylineTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPolylineHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Polyline\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = flags.positionType === \"unquantized\" ? PolylineTechnique._kUnquantized : 0;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PolylineTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\n index += PolylineTechnique._kFeature * flags.featureMode;\n index += PolylineTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass EdgeTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kAnimated = 2;\n private static readonly _kInstanced = 4;\n private static readonly _kFeature = 8;\n private static readonly _kUnquantized = numFeatureVariants(EdgeTechnique._kFeature);\n private readonly _type: EdgeBuilderType;\n\n public constructor(gl: WebGL2RenderingContext, type: EdgeBuilderType) {\n super(EdgeTechnique._kUnquantized * 2);\n this._type = type;\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n const builder = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return this._type; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\n index += EdgeTechnique._kFeature * flags.featureMode;\n if (flags.isAnimated)\n index += EdgeTechnique._kAnimated;\n\n if (flags.isInstanced)\n index += EdgeTechnique._kInstanced;\n\n if (\"unquantized\" === flags.positionType)\n index += EdgeTechnique._kUnquantized;\n\n return index;\n }\n}\n\nclass PointStringTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\n private static readonly _kUnquantized = PointStringTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointStringTechnique._kUnquantized * 2);\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPointStringHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointString\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = \"quantized\" === flags.positionType ? 0 : PointStringTechnique._kUnquantized;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PointStringTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\n index += PointStringTechnique._kFeature * flags.featureMode;\n index += PointStringTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass PointCloudTechnique extends VariedTechnique {\n private static readonly _kHilite = 8;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointCloudTechnique._kHilite + 2);\n\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n this.addHiliteShader(gl, IsInstanced.No, iClassified, \"quantized\", (_inst, classified) => createPointCloudHiliter(classified));\n const flags = scratchTechniqueFlags;\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\n for (const featureMode of pointCloudFeatureModes) {\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic, \"quantized\");\n flags.isClassified = iClassified;\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\n if (FeatureMode.Overrides === featureMode) {\n addUniformFeatureSymbology(builder, true);\n addColorOverrideMix(builder.vert);\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\n }\n\n this.addFeatureId(builder, featureMode);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointCloud\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(flags.positionType === \"quantized\", \"Unquantized point cloud positions not currently supported\");\n if (flags.isHilite)\n return PointCloudTechnique._kHilite + flags.isClassified;\n else {\n let ndx = 0;\n if (flags.isClassified)\n ndx++;\n if (flags.featureMode !== FeatureMode.None)\n ndx += 2;\n if (flags.isThematic)\n ndx += 4;\n return ndx;\n }\n }\n}\n\nclass RealityMeshTechnique extends VariedTechnique {\n private static readonly _numVariants = 194;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(RealityMeshTechnique._numVariants);\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n ];\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, \"quantized\", createRealityMeshHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createClassifierRealityMeshHiliter);\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const flags = scratchTechniqueFlags;\n for (const featureMode of featureModes) {\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, \"quantized\");\n flags.isClassified = iClassified;\n flags.isWiremesh = wiremesh;\n flags.isTranslucent = 1 === iTranslucent;\n flags.enableAtmosphere = enableAtmosphere;\n const builder = createRealityMeshBuilder(flags);\n\n if (flags.isTranslucent) {\n addShaderFlags(builder);\n addTranslucency(builder);\n } else\n this.addFeatureId(builder, featureMode);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"RealityMesh\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(\"quantized\" === flags.positionType, \"Unquantized reality mesh positions not currently supported.\");\n\n if (flags.isHilite)\n return flags.isClassified ? 1 : 0;\n let ndx = 2;\n if (flags.isClassified)\n ndx++;\n if (flags.isShadowable)\n ndx += 2;\n if (flags.isTranslucent)\n ndx += 4;\n ndx += 8 * flags.featureMode;\n if (flags.isThematic)\n ndx += 24;\n if (flags.isWiremesh)\n ndx += 48;\n if (flags.enableAtmosphere)\n ndx += 96;\n return ndx;\n }\n}\n\n/**\n * More generalized version of VariedTechnique, without assuming usage of clipping, logDepth, eyeSpace, etc.\n * Similar to SingularTechnique in its simplicity, but with support for multiple shader programs per technique.\n */\nabstract class MultipleTechnique implements Technique {\n private readonly _programs: ShaderProgram[] = [];\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public constructor(numPrograms: number) {\n this._programs.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._programs.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (program === undefined)\n program = this._programs[index];\n\n return program;\n }\n\n public getShaderByIndex(index: number): ShaderProgram {\n return this._programs[index];\n }\n\n public getShaderCount() {\n return this._programs.length;\n }\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._programs) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._programs) {\n assert(undefined !== program);\n dispose(program);\n }\n this._programs.length = 0;\n this._isDisposed = true;\n }\n\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._programs[index] === undefined);\n this._programs[index] = builder.buildProgram(gl);\n assert(this._programs[index] !== undefined);\n }\n\n protected finishConstruction(): void {\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._programs.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n}\n\nclass SkySphereTechnique extends MultipleTechnique {\n private static readonly _numVariants = 2; // one binary flag (2 ** 1)\n private readonly _isGradient: boolean;\n\n public constructor(gl: WebGL2RenderingContext, isGradient: boolean) {\n super(SkySphereTechnique._numVariants);\n this._isGradient = isGradient;\n\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const tempFlags = scratchTechniqueFlags;\n\n tempFlags.reset(FeatureMode.None, IsInstanced.No, IsShadowable.No, IsThematic.No, \"quantized\");\n tempFlags.enableAtmosphere = enableAtmosphere;\n const builder = createSkySphereBuilder(isGradient, tempFlags);\n\n this.addShader(builder, tempFlags, gl);\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return `SkySphere-${this._isGradient ? \"Gradient\" : \"Texture\"}`; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = 0;\n if (flags.enableAtmosphere)\n index += 1 << 0;\n\n return index;\n }\n}\n\ninterface PrioritizedShaderVariation {\n featureMode: FeatureMode;\n isInstanced: IsInstanced;\n isShadowable: IsShadowable;\n isEdgeTestedNeeded: IsEdgeTestNeeded;\n isTranslucent: boolean;\n}\n\ninterface PrioritizedTechniqueOrShader {\n techniqueId: TechniqueId;\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\n}\n\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n\n // Next, compile all shaders in specific techniques.\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\n { techniqueId: TechniqueId.Surface },\n { techniqueId: TechniqueId.Edge },\n { techniqueId: TechniqueId.SilhouetteEdge },\n { techniqueId: TechniqueId.Polyline },\n { techniqueId: TechniqueId.PointString },\n { techniqueId: TechniqueId.PointCloud },\n { techniqueId: TechniqueId.RealityMesh },\n\n // The following techniques take a trivial amount of time to compile - do them last\n { techniqueId: TechniqueId.OITClearTranslucent },\n { techniqueId: TechniqueId.CopyPickBuffers },\n { techniqueId: TechniqueId.CopyColor },\n { techniqueId: TechniqueId.CopyColorNoAlpha },\n { techniqueId: TechniqueId.ClearPickAndColor },\n { techniqueId: TechniqueId.CompositeTranslucent },\n { techniqueId: TechniqueId.CompositeHilite },\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\n { techniqueId: TechniqueId.CompositeOcclusion },\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\n { techniqueId: TechniqueId.CompositeAll },\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\n { techniqueId: TechniqueId.EVSMFromDepth },\n { techniqueId: TechniqueId.SkyBox },\n { techniqueId: TechniqueId.SkySphereGradient },\n { techniqueId: TechniqueId.SkySphereTexture },\n { techniqueId: TechniqueId.AmbientOcclusion },\n { techniqueId: TechniqueId.Blur },\n { techniqueId: TechniqueId.BlurTestOrder },\n { techniqueId: TechniqueId.CombineTextures },\n { techniqueId: TechniqueId.VolClassCopyZ },\n { techniqueId: TechniqueId.VolClassSetBlend },\n { techniqueId: TechniqueId.VolClassBlend },\n { techniqueId: TechniqueId.Combine3Textures },\n { techniqueId: TechniqueId.PlanarGrid },\n { techniqueId: TechniqueId.EDLCalcBasic },\n { techniqueId: TechniqueId.EDLCalcFull },\n { techniqueId: TechniqueId.EDLFilter },\n { techniqueId: TechniqueId.EDLMix },\n];\nconst numTechniquesByPriority = techniquesByPriority.length;\n\n/** A collection of rendering techniques accessed by ID.\n * @internal\n */\nexport class Techniques implements WebGLDisposable {\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\n private _techniqueByPriorityIndex = 0;\n private _shaderIndex = 0;\n\n public static create(gl: WebGL2RenderingContext): Techniques {\n const techs = new Techniques();\n techs.initializeBuiltIns(gl);\n return techs;\n }\n\n public getTechnique(id: TechniqueId): Technique {\n assert(id < this._list.length, \"technique index out of bounds\");\n return this._list[id];\n }\n\n public get numTechniques(): number {\n return this._list.length;\n }\n\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\n const id = this.getDynamicTechniqueId(name);\n if (undefined !== id)\n return id;\n\n this._dynamicTechniqueIds.push(name);\n this._list.push(technique);\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\n }\n\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\n const index = this._dynamicTechniqueIds.indexOf(name);\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\n }\n\n /** Execute each command in the list */\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\n\n using executor = new ShaderProgramExecutor(target, renderPass);\n for (const command of commands)\n command.execute(executor);\n\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\n this.execute(target, cmdsByIndex, renderPass);\n }\n\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\n public draw(params: DrawParams): void {\n const tech = this.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n\n using executor = new ShaderProgramExecutor(params.target, params.renderPass, program);\n assert(executor.isValid);\n if (executor.isValid) {\n executor.draw(params);\n }\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n public get isDisposed(): boolean { return 0 === this._list.length; }\n\n public [Symbol.dispose](): void {\n for (const tech of this._list)\n dispose(tech);\n this._list.length = 0;\n }\n\n /** @deprecated in 5.0 - might be removed in next major version. Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n public compileShaders(): boolean {\n let allCompiled = true;\n\n for (const tech of this._list) {\n if (!tech.compileShaders())\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\n public idleCompileNextShader(): boolean {\n let compileStatus = CompileStatus.Success;\n let wasPreviouslyCompiled = false;\n\n do {\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\n return false;\n\n let shader: ShaderProgram;\n let numShaders = 0;\n\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\n const tech = this._list[pTech.techniqueId];\n\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\n const flags = scratchTechniqueFlags;\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No, \"quantized\");\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\n flags.isTranslucent = pTech.specificShader.isTranslucent;\n shader = tech.getShader(flags);\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\n shader = tech.getShaderByIndex(this._shaderIndex);\n this._shaderIndex++;\n numShaders = tech.getShaderCount();\n }\n\n if (shader.isCompiled)\n wasPreviouslyCompiled = true;\n else {\n compileStatus = shader.compile();\n wasPreviouslyCompiled = false;\n }\n\n if (this._shaderIndex >= numShaders) {\n this._techniqueByPriorityIndex++;\n this._shaderIndex = 0;\n }\n } while (wasPreviouslyCompiled);\n\n return compileStatus === CompileStatus.Success;\n }\n\n /** For tests. */\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\n for (const technique of this._list)\n if (technique instanceof VariedTechnique)\n technique.forEachProgram(func);\n }\n\n private constructor() { }\n\n private initializeBuiltIns(gl: WebGL2RenderingContext): void {\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\n this._list[TechniqueId.SkySphereGradient] = new SkySphereTechnique(gl, true);\n this._list[TechniqueId.SkySphereTexture] = new SkySphereTechnique(gl, false);\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl, BlurType.NoTest));\n this._list[TechniqueId.BlurTestOrder] = new SingularTechnique(createBlurProgram(gl, BlurType.TestOrder));\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, \"SegmentEdge\");\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, \"Silhouette\");\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\n this._list[TechniqueId.EDLCalcBasic] = new SingularTechnique(createEDLCalcBasicProgram(gl));\n this._list[TechniqueId.EDLCalcFull] = new SingularTechnique(createEDLCalcFullProgram(gl));\n this._list[TechniqueId.EDLFilter] = new SingularTechnique(createEDLFilterProgram(gl));\n this._list[TechniqueId.EDLMix] = new SingularTechnique(createEDLMixProgram(gl));\n\n this._list[TechniqueId.IndexedEdge] = new EdgeTechnique(gl, \"IndexedEdge\");\n\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\n\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\n const techId = computeCompositeTechniqueId(compositeFlags);\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\n }\n\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\n }\n}\n"]}
@@ -4,13 +4,13 @@
4
4
  import { BeTimePoint, Id64Array } from "@itwin/core-bentley";
5
5
  import { ElementGeometryChange, FeatureAppearanceProvider } from "@itwin/core-common";
6
6
  import { RootIModelTile, Tile, TileDrawArgs, TileParams, TileTree } from "../../tile/internal";
7
- /** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current
7
+ /** The root tile for the branch of an [[IModelTileTree]] containing dynamically-generated graphics for individual elements:
8
+ * either elements modified during the current [[GraphicalEditingScope]], or elements animated by a schedule script.
8
9
  * Not intended for direct consumption - exported for use by [[IModelTileTree]].
9
- * [[GraphicalEditingScope]].
10
10
  */
11
11
  export declare abstract class DynamicIModelTile extends Tile {
12
12
  protected constructor(params: TileParams, tree: TileTree);
13
- static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>): DynamicIModelTile;
13
+ static create(root: RootIModelTile, elements: Iterable<ElementGeometryChange>, absolutePositionThreshold: number): DynamicIModelTile;
14
14
  /** Updates the tiles when elements are modified during the editing scope. */
15
15
  abstract handleGeometryChanges(changes: Iterable<ElementGeometryChange>): void;
16
16
  /** Overrides symbology of the *static* [[IModelTile]]s to hide elements that have been deleted or modified. */
@@ -1 +1 @@
1
- {"version":3,"file":"DynamicIModelTile.d.ts","sourceRoot":"","sources":["../../../../src/internal/tile/DynamicIModelTile.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACG,WAAW,EAA8C,SAAS,EAC3E,MAAM,qBAAqB,CAAC;AAE7B,OAAO,EACM,qBAAqB,EAAkD,yBAAyB,EAC5G,MAAM,oBAAoB,CAAC;AAG5B,OAAO,EACuB,cAAc,EAAE,IAAI,EAAe,YAAY,EAAE,UAAU,EAAmC,QAAQ,EACnI,MAAM,qBAAqB,CAAC;AAE7B;;;GAGG;AACH,8BAAsB,iBAAkB,SAAQ,IAAI;IAClD,SAAS,aAAa,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,QAAQ;WAI1C,MAAM,CAAC,IAAI,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,CAAC,qBAAqB,CAAC,GAAG,iBAAiB;IAIxG,6EAA6E;aAC7D,qBAAqB,CAAC,OAAO,EAAE,QAAQ,CAAC,qBAAqB,CAAC,GAAG,IAAI;IAErF,+GAA+G;IAC/G,aAAoB,kBAAkB,IAAI,yBAAyB,CAAC;IAEpE,kCAAkC;IAClC,aAAoB,cAAc,IAAI,SAAS,CAAC;IAEhD,0BAA0B;IAC1B,aAAoB,eAAe,IAAI,SAAS,CAAC;IAEjD,2EAA2E;aAC3D,WAAW,CAAC,QAAQ,EAAE,IAAI,EAAE,EAAE,IAAI,EAAE,YAAY,GAAG,IAAI;IAEvE,4EAA4E;aAC5D,aAAa,CAAC,SAAS,EAAE,WAAW,GAAG,IAAI;CAC5D"}
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+ {"version":3,"file":"DynamicIModelTile.d.ts","sourceRoot":"","sources":["../../../../src/internal/tile/DynamicIModelTile.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EACG,WAAW,EAA8C,SAAS,EAC3E,MAAM,qBAAqB,CAAC;AAE7B,OAAO,EACM,qBAAqB,EAAkD,yBAAyB,EAC5G,MAAM,oBAAoB,CAAC;AAG5B,OAAO,EACuB,cAAc,EAAE,IAAI,EAAe,YAAY,EAAE,UAAU,EAAmC,QAAQ,EACnI,MAAM,qBAAqB,CAAC;AAE7B;;;GAGG;AACH,8BAAsB,iBAAkB,SAAQ,IAAI;IAClD,SAAS,aAAa,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,QAAQ;WAI1C,MAAM,CAAC,IAAI,EAAE,cAAc,EAAE,QAAQ,EAAE,QAAQ,CAAC,qBAAqB,CAAC,EAAE,yBAAyB,EAAE,MAAM,GAAG,iBAAiB;IAI3I,6EAA6E;aAC7D,qBAAqB,CAAC,OAAO,EAAE,QAAQ,CAAC,qBAAqB,CAAC,GAAG,IAAI;IAErF,+GAA+G;IAC/G,aAAoB,kBAAkB,IAAI,yBAAyB,CAAC;IAEpE,kCAAkC;IAClC,aAAoB,cAAc,IAAI,SAAS,CAAC;IAEhD,0BAA0B;IAC1B,aAAoB,eAAe,IAAI,SAAS,CAAC;IAEjD,2EAA2E;aAC3D,WAAW,CAAC,QAAQ,EAAE,IAAI,EAAE,EAAE,IAAI,EAAE,YAAY,GAAG,IAAI;IAEvE,4EAA4E;aAC5D,aAAa,CAAC,SAAS,EAAE,WAAW,GAAG,IAAI;CAC5D"}
@@ -10,16 +10,16 @@ import { Range3d } from "@itwin/core-geometry";
10
10
  import { TileFormat, } from "@itwin/core-common";
11
11
  import { IModelApp } from "../../IModelApp";
12
12
  import { ImdlReader, IModelTileTree, Tile, } from "../../tile/internal";
13
- /** The root tile for the branch of an [[IModelTileTree]] containing graphics for elements that have been modified during the current
13
+ /** The root tile for the branch of an [[IModelTileTree]] containing dynamically-generated graphics for individual elements:
14
+ * either elements modified during the current [[GraphicalEditingScope]], or elements animated by a schedule script.
14
15
  * Not intended for direct consumption - exported for use by [[IModelTileTree]].
15
- * [[GraphicalEditingScope]].
16
16
  */
17
17
  export class DynamicIModelTile extends Tile {
18
18
  constructor(params, tree) {
19
19
  super(params, tree);
20
20
  }
21
- static create(root, elements) {
22
- return new RootTile(root, elements);
21
+ static create(root, elements, absolutePositionThreshold) {
22
+ return new RootTile(root, elements, absolutePositionThreshold);
23
23
  }
24
24
  }
25
25
  /** The child tiles of the root tile, representing inserted or modified elements and sorted by element Id. */
@@ -35,6 +35,10 @@ class ElementTiles extends SortedArray {
35
35
  class RootTile extends DynamicIModelTile {
36
36
  _hiddenElements;
37
37
  transformToTree;
38
+ /** The maximum world-space coordinate magnitude, in meters, at which element graphics use absolute float32 positions.
39
+ * At or beyond it, per-element `rtcCenter` centering is used to preserve precision. Threaded down to each [[GraphicsTile]].
40
+ */
41
+ absolutePositionThreshold;
38
42
  _elements;
39
43
  get _imodelRoot() { return this.parent; }
40
44
  get _elementChildren() {
@@ -42,7 +46,7 @@ class RootTile extends DynamicIModelTile {
42
46
  assert(this.children === this._elements.array);
43
47
  return this._elements.array;
44
48
  }
45
- constructor(parent, elements) {
49
+ constructor(parent, elements, absolutePositionThreshold) {
46
50
  const params = {
47
51
  parent,
48
52
  isLeaf: false,
@@ -52,6 +56,7 @@ class RootTile extends DynamicIModelTile {
52
56
  };
53
57
  super(params, parent.tree);
54
58
  this._hiddenElements = new Id64.Uint32Set();
59
+ this.absolutePositionThreshold = absolutePositionThreshold;
55
60
  const inverseTransform = parent.tree.iModelTransform.inverse();
56
61
  assert(undefined !== inverseTransform);
57
62
  this.transformToTree = inverseTransform;
@@ -130,6 +135,7 @@ class RootTile extends DynamicIModelTile {
130
135
  * Its contentId is the element's Id.
131
136
  */
132
137
  class ElementTile extends Tile {
138
+ absolutePositionThreshold;
133
139
  constructor(parent, elementId, range) {
134
140
  super({
135
141
  parent,
@@ -138,6 +144,7 @@ class ElementTile extends Tile {
138
144
  range,
139
145
  maximumSize: parent.maximumSize,
140
146
  }, parent.tree);
147
+ this.absolutePositionThreshold = parent.absolutePositionThreshold;
141
148
  this.loadChildren();
142
149
  this.setIsReady();
143
150
  }
@@ -244,6 +251,7 @@ const requestIdSequence = makeIdSequence();
244
251
  class GraphicsTile extends Tile {
245
252
  toleranceLog10;
246
253
  tolerance;
254
+ absolutePositionThreshold;
247
255
  constructor(parent, toleranceLog10) {
248
256
  assert(Math.round(toleranceLog10) === toleranceLog10);
249
257
  super({
@@ -255,6 +263,7 @@ class GraphicsTile extends Tile {
255
263
  }, parent.tree);
256
264
  this.toleranceLog10 = toleranceLog10;
257
265
  this.tolerance = 10 ** toleranceLog10;
266
+ this.absolutePositionThreshold = parent.absolutePositionThreshold;
258
267
  }
259
268
  computeLoadPriority() {
260
269
  // We want the element's graphics to be updated as soon as possible
@@ -274,6 +283,17 @@ class GraphicsTile extends Tile {
274
283
  assert(!requestId.done);
275
284
  assert(this.tree instanceof IModelTileTree);
276
285
  const idProvider = this.tree.contentIdProvider;
286
+ // Use absolute positions (better performance) only when the element's world-space coordinates are
287
+ // small enough that float32 precision is adequate. For projects far from the coordinate system origin,
288
+ // large coordinates cause visible precision artifacts (jagged curves). At or beyond the threshold, fall back
289
+ // to per-element rtcCenter centering. The threshold is supplied by whatever created this dynamic branch
290
+ // (see DynamicIModelTile.create) - e.g. the active GraphicalEditingScope.dynamicGraphicsAbsolutePositionThreshold.
291
+ // NOTE: Using range.center is correct for rigid iModelTransforms (the typical case). For non-rigid transforms,
292
+ // checking all 8 range.corners() would be more precise (e.g. for an element whose box straddles the origin).
293
+ const worldCenter = this.tree.iModelTransform.multiplyPoint3d(this.range.center);
294
+ const maxCoord = Math.max(Math.abs(worldCenter.x), Math.abs(worldCenter.y), Math.abs(worldCenter.z));
295
+ // A null range has no geometry or unknown extent, so rtcCenter (the safer, precision-preserving default) is used.
296
+ const useAbsolutePositions = !this.range.isNull && maxCoord < this.absolutePositionThreshold;
277
297
  const props = {
278
298
  id: requestId.value.toString(16),
279
299
  elementId: this.parent.contentId,
@@ -286,7 +306,7 @@ class GraphicsTile extends Tile {
286
306
  smoothPolyfaceEdges: this.tree.edgeOptions && this.tree.edgeOptions.smooth,
287
307
  clipToProjectExtents: this.tree.is3d,
288
308
  sectionCut: this.tree.stringifiedSectionClip,
289
- useAbsolutePositions: true,
309
+ useAbsolutePositions,
290
310
  };
291
311
  return IModelApp.tileAdmin.requestElementGraphics(this.tree.iModel, props);
292
312
  }