@itwin/core-frontend 5.2.0-dev.10 → 5.2.0-dev.12

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/CHANGELOG.md CHANGED
@@ -1,6 +1,11 @@
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  # Change Log - @itwin/core-frontend
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- This log was last generated on Thu, 14 Aug 2025 19:42:13 GMT and should not be manually modified.
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+ This log was last generated on Wed, 20 Aug 2025 14:01:20 GMT and should not be manually modified.
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+
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+ ## 5.1.3
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+ Wed, 20 Aug 2025 13:57:10 GMT
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+
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+ _Version update only_
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  ## 5.1.2
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  Thu, 14 Aug 2025 19:38:08 GMT
@@ -119,7 +119,7 @@ class BackgroundMapDrape extends TextureDrape_1.TextureDrape {
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  const prevPlan = target.plan;
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  const drawingParams = PlanarTextureProjection_1.PlanarTextureProjection.getTextureDrawingParams(target);
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  const stack = new BranchStack_1.BranchStack();
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- stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);
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+ stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline, prevPlan.contours);
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  stack.setSymbologyOverrides(this._symbologyOverrides);
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  const batchState = new BatchState_1.BatchState(stack);
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  System_1.System.instance.applyRenderState(drawingParams.state);
@@ -1 +1 @@
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- {"version":3,"file":"BackgroundMapDrape.js","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/BackgroundMapDrape.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;;;AAE/F;;GAEG;AAEH,sDAAqE;AACrE,wDAA0G;AAC1G,oDAA0G;AAC1G,qDAA4G;AAG5G,uEAAoE;AAEpE,6CAA0C;AAC1C,+CAA4C;AAC5C,+CAA4C;AAC5C,6BAA0B;AAC1B,uEAAoE;AACpE,qDAAkD;AAElD,qCAAkC;AAElC,uCAAmD;AACnD,iDAA8C;AAE9C,gBAAgB;AAChB,MAAa,kBAAmB,SAAQ,2BAAY;IAC1C,IAAI,CAAe;IACV,SAAS,GAAoB,EAAE,CAAC;IACzC,QAAQ,CAAW;IACnB,MAAM,GAAG,CAAC,CAAC;IACX,OAAO,GAAG,CAAC,CAAC;IACZ,QAAQ,CAAuB;IAC/B,WAAW,CAAoB;IAC/B,MAAM,CAAC,qBAAqB,GAAG,wBAAQ,CAAC,eAAe,CAC7D,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACV,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EACX,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EACV,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACN,aAAa,CAAW;IACxB,oBAAoB,GAAmB,SAAS,CAAC;IACxC,mBAAmB,GAAG,IAAI,mCAAgB,CAAC,SAAS,EAAE,CAAC;IACvD,QAAQ,GAAG,sBAAQ,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;IACvC,MAAM,GAAG,IAAA,4BAAa,EAAC,4CAA4B,CAAC,MAAM,CAAC,uBAAO,CAAC,UAAU,EAAE,EAAE,wBAAQ,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;IAE7H,YAAoB,UAA6B,EAAE,OAA6B;QAC9E,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAC9B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC1B,CAAC;IAED,IAAoB,UAAU,KAAc,OAAO,KAAK,CAAC,UAAU,IAAI,SAAS,KAAK,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IAElF,CAAC,MAAM,CAAC,OAAO,CAAC;QAC7B,KAAK,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC;QACxB,IAAI,CAAC,IAAI,GAAG,IAAA,sBAAO,EAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;IAEM,UAAU,CAAC,OAAsB;QACtC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IAC/B,CAAC;IAEM,MAAM,CAAC,MAAM,CAAC,MAAyB,EAAE,GAAyB;QACvE,OAAO,IAAI,kBAAkB,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;IAC7C,CAAC;IAEM,eAAe,CAAC,OAAqB;QAC1C,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAC1B,IAAI,SAAS,KAAK,OAAO,CAAC,YAAY;YACpC,OAAO;QAET,MAAM,SAAS,GAAG,OAAO,CAAC,YAAY,CAAC,IAAmB,CAAC;QAC3D,IAAI,SAAS,KAAK,SAAS;YACzB,OAAO;QAET,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;QAChD,IAAI,SAAS,KAAK,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,gBAAgB,CAAC,OAAO,CAAC;YACpF,OAAO;QAET,MAAM,aAAa,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAK,+BAA+B;QACtI,MAAM,cAAc,GAAG,aAAa,CAAC;QAErC,IAAI,aAAa,KAAK,IAAI,CAAC,MAAM,IAAI,cAAc,KAAK,IAAI,CAAC,OAAO;YAClE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,EAAE,CAAC;QAEzB,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC;QAC5B,IAAI,CAAC,OAAO,GAAG,cAAc,CAAC;QAE9B,MAAM,UAAU,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,QAAQ,CAAC;QACvD,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI;YACtB,OAAO;QAET,MAAM,WAAW,GAAG,UAAU,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAEjD,MAAM,UAAU,GAAG,iDAAuB,CAAC,8BAA8B,CAAC,IAAI,CAAC,MAAM,EAAE,OAAO,EAAE,EAAE,KAAK,EAAE,WAAW,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,uBAAO,CAAC,UAAU,EAAE,CAAC,CAAC;QAC9N,IAAI,CAAC,UAAU,CAAC,cAAc,IAAI,CAAC,UAAU,CAAC,gBAAgB,IAAI,CAAC,UAAU,CAAC,cAAc;YAC1F,OAAO;QAET,IAAI,CAAC,QAAQ,GAAG,UAAU,CAAC,cAAc,CAAC;QAC1C,IAAI,CAAC,aAAa,GAAG,UAAU,CAAC,YAAY,CAAC;QAC7C,IAAI,CAAC,iBAAiB,GAAG,UAAU,CAAC,gBAAgB,CAAC;QAErD,MAAM,QAAQ,GAAG,oCAAyB,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,2BAAa,CAAC,WAAW,CAAC,IAAI,CAAC,QAAQ,CAAC,EAAE,UAAU,CAAC,cAAc,CAAC,CAAC;QACrJ,IAAI,SAAS,KAAK,QAAQ;YACxB,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE1B,IAAI,OAAO,CAAC,MAAM,CAAC,YAAY,IAAI,OAAO,CAAC,MAAM,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC;YACnF,IAAI,CAAC,oBAAoB,GAAG,IAAA,sBAAO,EAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;YAC/D,MAAM,OAAO,GAAG,OAAO,CAAC,yBAAyB,EAAE,CAAC;YACpD,OAAO,CAAC,YAAY,CAAC,sBAAQ,CAAC,KAAK,EAAE,sBAAQ,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,UAAU,CAAC,OAAO,CAAC,YAAY,CAAC,UAAU,EAAE,CAAC,CAAC;YACtD,OAAO,CAAC,YAAY,CAAC,sBAAQ,CAAC,GAAG,EAAE,sBAAQ,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;YACpD,OAAO,CAAC,UAAU,CAAC,IAAA,4BAAa,EAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC;YACtD,OAAO,CAAC,YAAY,CAAC,sBAAQ,CAAC,KAAK,EAAE,sBAAQ,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACxD,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YAClC,IAAI,CAAC,oBAAoB,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC;QAC/C,CAAC;IACH,CAAC;IAEM,IAAI,CAAC,MAAc;QACxB,IAAI,SAAS,KAAK,IAAI,CAAC,oBAAoB;YACzC,MAAM,CAAC,QAAQ,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAE7D,IAAI,SAAS,KAAK,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,KAAK,CAAC;YAC5D,OAAO;QAET,IAAI,SAAS,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;YAC5B,MAAM,kBAAkB,GAAG,uBAAa,CAAC,mBAAmB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,OAAE,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,EAAE,OAAE,CAAC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;YAClJ,IAAI,SAAS,KAAK,kBAAkB,EAAE,CAAC;gBACrC,IAAA,qBAAM,EAAC,KAAK,EAAE,iCAAiC,CAAC,CAAC;gBACjD,OAAO;YACT,CAAC;YAED,IAAI,CAAC,QAAQ,GAAG,IAAI,iBAAO,CAAC,EAAE,SAAS,EAAE,UAAU,EAAE,IAAI,EAAE,2BAAa,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,EAAE,kBAAkB,EAAE,YAAY,EAAE,iCAAmB,CAAC,MAAM,EAAE,CAAC,CAAC;YACnK,IAAI,CAAC,IAAI,GAAG,yBAAW,CAAC,MAAM,CAAC,CAAC,kBAAkB,CAAC,CAAC,CAAC;QACvD,CAAC;QACD,IAAI,SAAS,KAAK,IAAI,CAAC,IAAI,EAAE,CAAC;YAC5B,IAAA,qBAAM,EAAC,KAAK,EAAE,sCAAsC,CAAC,CAAC;YACtD,OAAO;QACT,CAAC;QAED,eAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,cAAc,CAAC,oBAA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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { ViewState3d } from \"../../../ViewState\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { TextureDrape } from \"./TextureDrape\";\n\n/** @internal */\nexport class BackgroundMapDrape extends TextureDrape {\n private _fbo?: FrameBuffer;\n private readonly _graphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _mapTree: MapTileTreeReference;\n private _drapedTree: TileTreeReference;\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1)));\n\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n super();\n this._drapedTree = drapedTree;\n this._mapTree = mapTree;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\n\n public override[Symbol.dispose]() {\n super[Symbol.dispose]();\n this._fbo = dispose(this._fbo);\n }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics.push(graphic);\n }\n\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\n return new BackgroundMapDrape(draped, map);\n }\n\n public collectGraphics(context: SceneContext) {\n this._graphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view as ViewState3d;\n if (undefined === viewState)\n return;\n\n const tileTree = this._mapTree.treeOwner.load();\n if (undefined === tileTree || !this._mapTree.layerRefHandler.initializeLayers(context))\n return;\n\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\n const requiredHeight = requiredWidth;\n\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n\n const targetTree = this._drapedTree.treeOwner.tileTree;\n const args = this._drapedTree.createDrawArgs(context);\n if (!targetTree || !args)\n return;\n\n const targetTiles = targetTree.selectTiles(args);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height, Range3d.createNull());\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._projectionMatrix = projection.projectionMatrix;\n\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\n if (undefined !== drawArgs)\n tileTree.draw(drawArgs);\n\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\n builder.addFrustum(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n }\n }\n\n public draw(target: Target) {\n if (undefined !== this._debugFrustumGraphic)\n target.graphics.foreground.push(this._debugFrustumGraphic);\n\n if (undefined === this._frustum || this._graphics.length === 0)\n return;\n\n if (undefined === this._fbo) {\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === colorTextureHandle) {\n assert(false, \"Failed to create planar texture\");\n return;\n }\n\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\n this._fbo = FrameBuffer.create([colorTextureHandle]);\n }\n if (undefined === this._fbo) {\n assert(false, \"unable to create frame buffer object\");\n return;\n }\n\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\n\n const prevState = System.instance.currentRenderState.clone();\n System.instance.context.viewport(0, 0, this._width, this._height);\n\n const prevPlan = target.plan;\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\n const stack = new BranchStack();\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);\n stack.setSymbologyOverrides(this._symbologyOverrides);\n\n const batchState = new BatchState(stack);\n System.instance.applyRenderState(drawingParams.state);\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n\n target.uniforms.branch.pushState(stack.top);\n\n const renderCommands = new RenderCommands(target, stack, batchState);\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\n\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this._fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n target.uniforms.branch.pop();\n\n batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n system.applyRenderState(prevState);\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n system.glTimer.endOperation();\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { ViewState3d } from \"../../../ViewState\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { TextureDrape } from \"./TextureDrape\";\n\n/** @internal */\nexport class BackgroundMapDrape extends TextureDrape {\n private _fbo?: FrameBuffer;\n private readonly _graphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _mapTree: MapTileTreeReference;\n private _drapedTree: TileTreeReference;\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1)));\n\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n super();\n this._drapedTree = drapedTree;\n this._mapTree = mapTree;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\n\n public override[Symbol.dispose]() {\n super[Symbol.dispose]();\n this._fbo = dispose(this._fbo);\n }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics.push(graphic);\n }\n\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\n return new BackgroundMapDrape(draped, map);\n }\n\n public collectGraphics(context: SceneContext) {\n this._graphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view as ViewState3d;\n if (undefined === viewState)\n return;\n\n const tileTree = this._mapTree.treeOwner.load();\n if (undefined === tileTree || !this._mapTree.layerRefHandler.initializeLayers(context))\n return;\n\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\n const requiredHeight = requiredWidth;\n\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n\n const targetTree = this._drapedTree.treeOwner.tileTree;\n const args = this._drapedTree.createDrawArgs(context);\n if (!targetTree || !args)\n return;\n\n const targetTiles = targetTree.selectTiles(args);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height, Range3d.createNull());\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._projectionMatrix = projection.projectionMatrix;\n\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\n if (undefined !== drawArgs)\n tileTree.draw(drawArgs);\n\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\n builder.addFrustum(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n }\n }\n\n public draw(target: Target) {\n if (undefined !== this._debugFrustumGraphic)\n target.graphics.foreground.push(this._debugFrustumGraphic);\n\n if (undefined === this._frustum || this._graphics.length === 0)\n return;\n\n if (undefined === this._fbo) {\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === colorTextureHandle) {\n assert(false, \"Failed to create planar texture\");\n return;\n }\n\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\n this._fbo = FrameBuffer.create([colorTextureHandle]);\n }\n if (undefined === this._fbo) {\n assert(false, \"unable to create frame buffer object\");\n return;\n }\n\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\n\n const prevState = System.instance.currentRenderState.clone();\n System.instance.context.viewport(0, 0, this._width, this._height);\n\n const prevPlan = target.plan;\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\n const stack = new BranchStack();\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline, prevPlan.contours);\n stack.setSymbologyOverrides(this._symbologyOverrides);\n\n const batchState = new BatchState(stack);\n System.instance.applyRenderState(drawingParams.state);\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n\n target.uniforms.branch.pushState(stack.top);\n\n const renderCommands = new RenderCommands(target, stack, batchState);\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\n\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this._fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n target.uniforms.branch.pop();\n\n batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n system.applyRenderState(prevState);\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n system.glTimer.endOperation();\n }\n}\n"]}
@@ -495,7 +495,7 @@ class PlanarClassifier extends RenderPlanarClassifier_1.RenderPlanarClassifier {
495
495
  this._anyTranslucent = false;
496
496
  const prevProjMatrix = target.uniforms.frustum.projectionMatrix;
497
497
  target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));
498
- target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);
498
+ target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline, target.plan.contours);
499
499
  const addCmds = (oldCmds, newCmds) => {
500
500
  if (undefined === newCmds)
501
501
  return oldCmds;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()), expectDefined(mask.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n expectDefined(this._graphics).push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, expectDefined(projection.worldToViewMap));\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()), expectDefined(mask.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n expectDefined(this._graphics).push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, expectDefined(projection.worldToViewMap));\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline, target.plan.contours);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
@@ -219,7 +219,7 @@ class TileAvailability {
219
219
  if (rectangle.containsCartographic(position))
220
220
  maxLevel = rectangle.level;
221
221
  }
222
- node = (0, core_bentley_1.expectDefined)(node?.parent);
222
+ node = node?.parent;
223
223
  }
224
224
  return maxLevel;
225
225
  }
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { Cartographic } from \"@itwin/core-common\";\nimport { MapCartoRectangle, MapTilingScheme } from \"../../../tile/internal\";\nimport { expectDefined, SortedArray } from \"@itwin/core-bentley\";\n\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\n\nclass RectangleWithLevel extends MapCartoRectangle {\n constructor(public level: number, west: number, south: number, east: number, north: number) {\n super(west, south, east, north);\n }\n}\n\nclass QuadTreeNode {\n public swNode?: QuadTreeNode;\n public seNode?: QuadTreeNode;\n public nwNode?: QuadTreeNode;\n public neNode?: QuadTreeNode;\n public extent: MapCartoRectangle;\n public rectangles = new SortedArray<RectangleWithLevel>((lhs: RectangleWithLevel, rhs: RectangleWithLevel) => lhs.level - rhs.level, true);\n constructor(public tilingScheme: MapTilingScheme, public parent: QuadTreeNode | undefined, public level: number, public x: number, public y: number) {\n this.extent = tilingScheme.tileXYToRectangle(x, y, level + 1);\n }\n public get nw(): QuadTreeNode {\n if (!this.nwNode)\n this.nwNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2);\n\n return this.nwNode;\n }\n public get ne(): QuadTreeNode {\n if (!this.neNode)\n this.neNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2);\n\n return this.neNode;\n }\n public get sw(): QuadTreeNode {\n if (!this.swNode)\n this.swNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2 + 1);\n\n return this.swNode;\n }\n public get se(): QuadTreeNode {\n if (!this.seNode)\n this.seNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2 + 1);\n\n return this.seNode;\n }\n}\n\nfunction putRectangleInQuadtree(maxDepth: number, node: QuadTreeNode, rectangle: RectangleWithLevel) {\n while (node.level < maxDepth) {\n if (node.nw.extent.containsRange(rectangle)) {\n node = node.nw;\n } else if (node.ne.extent.containsRange(rectangle)) {\n node = node.ne;\n } else if (node.sw.extent.containsRange(rectangle)) {\n node = node.sw;\n } else if (node.se.extent.containsRange(rectangle)) {\n node = node.se;\n } else {\n break;\n }\n }\n\n node.rectangles.insert(rectangle);\n}\n\nexport class TileAvailability {\n private _rootNodes = new Array<QuadTreeNode>();\n constructor(private _tilingScheme: MapTilingScheme, private _maximumLevel: number) { }\n\n public static rectangleScratch = MapCartoRectangle.createMaximum();\n\n public findNode(level: number, x: number, y: number, nodes: QuadTreeNode[]) {\n for (const node of nodes) {\n if (node.x === x && node.y === y && node.level === level) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Marks a rectangular range of tiles in a particular level as being available. For best performance,\n * add your ranges in order of increasing level.\n *\n * @param {Number} level The level.\n * @param {Number} startX The X coordinate of the first available tiles at the level.\n * @param {Number} startY The Y coordinate of the first available tiles at the level.\n * @param {Number} endX The X coordinate of the last available tiles at the level.\n * @param {Number} endY The Y coordinate of the last available tiles at the level.\n */\n public addAvailableTileRange(level: number, startX: number, startY: number, endX: number, endY: number) {\n const tilingScheme = this._tilingScheme;\n const rootNodes = this._rootNodes;\n if (level === 0) {\n for (let y = startY; y <= endY; ++y) {\n for (let x = startX; x <= endX; ++x) {\n if (!this.findNode(level, x, y, rootNodes)) {\n rootNodes.push(new QuadTreeNode(tilingScheme, undefined, 0, x, y));\n }\n }\n }\n }\n\n tilingScheme.tileXYToRectangle(startX, startY, level + 1, TileAvailability.rectangleScratch);\n const west = TileAvailability.rectangleScratch.west;\n const south = TileAvailability.rectangleScratch.south;\n\n tilingScheme.tileXYToRectangle(endX, endY, level + 1, TileAvailability.rectangleScratch);\n const east = TileAvailability.rectangleScratch.east;\n const north = TileAvailability.rectangleScratch.north;\n\n const rectangleWithLevel = new RectangleWithLevel(level, west, south, east, north);\n\n for (const rootNode of rootNodes) {\n if (rootNode.extent.intersectsRange(rectangleWithLevel)) {\n putRectangleInQuadtree(this._maximumLevel, rootNode, rectangleWithLevel);\n }\n }\n }\n\n public computeMaximumLevelAtPosition(position: Cartographic): number {\n // Find the root node that contains this position.\n let node;\n for (const rootNode of this._rootNodes) {\n if (rootNode.extent.containsCartographic(position)) {\n node = rootNode;\n break;\n }\n }\n\n if (undefined === node) {\n return -1;\n }\n\n return this.findMaxLevelFromNode(undefined, node, position);\n }\n\n private _cartographicScratch = Cartographic.createZero();\n\n /**\n * Determines if a particular tile is available.\n * @param {Number} level The tile level to check.\n * @param {Number} x The X coordinate of the tile to check.\n * @param {Number} y The Y coordinate of the tile to check.\n * @return {Boolean} True if the tile is available; otherwise, false.\n */\n public isTileAvailable(level: number, x: number, y: number): boolean {\n // Get the center of the tile and find the maximum level at that position.\n // Because availability is by tile, if the level is available at that point, it\n // is sure to be available for the whole tile. We assume that if a tile at level n exists,\n // then all its parent tiles back to level 0 exist too. This isn't really enforced\n // anywhere, but Cesium would never load a tile for which this is not true.\n const rectangle = this._tilingScheme.tileXYToRectangle(x, y, level + 1, TileAvailability.rectangleScratch);\n rectangle.getCenter(this._cartographicScratch);\n return this.computeMaximumLevelAtPosition(this._cartographicScratch) >= level;\n }\n\n private findMaxLevelFromNode(stopNode: QuadTreeNode | undefined, node: QuadTreeNode | undefined, position: Cartographic) {\n let maxLevel = 0;\n\n // Find the deepest quadtree node containing this point.\n let found = false;\n while (!found && node !== undefined) {\n const nw = node.nwNode && node.nwNode.extent.containsCartographic(position);\n const ne = node.neNode && node.neNode.extent.containsCartographic(position);\n const sw = node.swNode && node.swNode.extent.containsCartographic(position);\n const se = node.seNode && node.seNode.extent.containsCartographic(position);\n\n // The common scenario is that the point is in only one quadrant and we can simply\n // iterate down the tree. But if the point is on a boundary between tiles, it is\n // in multiple tiles and we need to check all of them, so use recursion.\n if ((nw ? 1 : 0) + (ne ? 1 : 0) + (sw ? 1 : 0) + (se ? 1 : 0) > 1) {\n if (nw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.nwNode, position));\n }\n if (ne) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.neNode, position));\n }\n if (sw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.swNode, position));\n }\n if (se) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.seNode, position));\n }\n break;\n } else if (nw) {\n node = node.nwNode;\n } else if (ne) {\n node = node.neNode;\n } else if (sw) {\n node = node.swNode;\n } else if (se) {\n node = node.seNode;\n } else {\n found = true;\n }\n }\n\n // Work up the tree until we find a rectangle that contains this point.\n while (node !== stopNode) {\n const rectangles = expectDefined(node).rectangles;\n\n // Rectangles are sorted by level, lowest first.\n // We're looping from length - 1 to 0, so get will always return a defined value.\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n for (let i = rectangles.length - 1; i >= 0 && rectangles.get(i)!.level > maxLevel; --i) {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n const rectangle = rectangles.get(i)!;\n if (rectangle.containsCartographic(position))\n maxLevel = rectangle.level;\n }\n node = expectDefined(node?.parent);\n }\n return maxLevel;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { Cartographic } from \"@itwin/core-common\";\nimport { MapCartoRectangle, MapTilingScheme } from \"../../../tile/internal\";\nimport { expectDefined, SortedArray } from \"@itwin/core-bentley\";\n\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\n\nclass RectangleWithLevel extends MapCartoRectangle {\n constructor(public level: number, west: number, south: number, east: number, north: number) {\n super(west, south, east, north);\n }\n}\n\nclass QuadTreeNode {\n public swNode?: QuadTreeNode;\n public seNode?: QuadTreeNode;\n public nwNode?: QuadTreeNode;\n public neNode?: QuadTreeNode;\n public extent: MapCartoRectangle;\n public rectangles = new SortedArray<RectangleWithLevel>((lhs: RectangleWithLevel, rhs: RectangleWithLevel) => lhs.level - rhs.level, true);\n constructor(public tilingScheme: MapTilingScheme, public parent: QuadTreeNode | undefined, public level: number, public x: number, public y: number) {\n this.extent = tilingScheme.tileXYToRectangle(x, y, level + 1);\n }\n public get nw(): QuadTreeNode {\n if (!this.nwNode)\n this.nwNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2);\n\n return this.nwNode;\n }\n public get ne(): QuadTreeNode {\n if (!this.neNode)\n this.neNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2);\n\n return this.neNode;\n }\n public get sw(): QuadTreeNode {\n if (!this.swNode)\n this.swNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2 + 1);\n\n return this.swNode;\n }\n public get se(): QuadTreeNode {\n if (!this.seNode)\n this.seNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2 + 1);\n\n return this.seNode;\n }\n}\n\nfunction putRectangleInQuadtree(maxDepth: number, node: QuadTreeNode, rectangle: RectangleWithLevel) {\n while (node.level < maxDepth) {\n if (node.nw.extent.containsRange(rectangle)) {\n node = node.nw;\n } else if (node.ne.extent.containsRange(rectangle)) {\n node = node.ne;\n } else if (node.sw.extent.containsRange(rectangle)) {\n node = node.sw;\n } else if (node.se.extent.containsRange(rectangle)) {\n node = node.se;\n } else {\n break;\n }\n }\n\n node.rectangles.insert(rectangle);\n}\n\nexport class TileAvailability {\n private _rootNodes = new Array<QuadTreeNode>();\n constructor(private _tilingScheme: MapTilingScheme, private _maximumLevel: number) { }\n\n public static rectangleScratch = MapCartoRectangle.createMaximum();\n\n public findNode(level: number, x: number, y: number, nodes: QuadTreeNode[]) {\n for (const node of nodes) {\n if (node.x === x && node.y === y && node.level === level) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Marks a rectangular range of tiles in a particular level as being available. For best performance,\n * add your ranges in order of increasing level.\n *\n * @param {Number} level The level.\n * @param {Number} startX The X coordinate of the first available tiles at the level.\n * @param {Number} startY The Y coordinate of the first available tiles at the level.\n * @param {Number} endX The X coordinate of the last available tiles at the level.\n * @param {Number} endY The Y coordinate of the last available tiles at the level.\n */\n public addAvailableTileRange(level: number, startX: number, startY: number, endX: number, endY: number) {\n const tilingScheme = this._tilingScheme;\n const rootNodes = this._rootNodes;\n if (level === 0) {\n for (let y = startY; y <= endY; ++y) {\n for (let x = startX; x <= endX; ++x) {\n if (!this.findNode(level, x, y, rootNodes)) {\n rootNodes.push(new QuadTreeNode(tilingScheme, undefined, 0, x, y));\n }\n }\n }\n }\n\n tilingScheme.tileXYToRectangle(startX, startY, level + 1, TileAvailability.rectangleScratch);\n const west = TileAvailability.rectangleScratch.west;\n const south = TileAvailability.rectangleScratch.south;\n\n tilingScheme.tileXYToRectangle(endX, endY, level + 1, TileAvailability.rectangleScratch);\n const east = TileAvailability.rectangleScratch.east;\n const north = TileAvailability.rectangleScratch.north;\n\n const rectangleWithLevel = new RectangleWithLevel(level, west, south, east, north);\n\n for (const rootNode of rootNodes) {\n if (rootNode.extent.intersectsRange(rectangleWithLevel)) {\n putRectangleInQuadtree(this._maximumLevel, rootNode, rectangleWithLevel);\n }\n }\n }\n\n public computeMaximumLevelAtPosition(position: Cartographic): number {\n // Find the root node that contains this position.\n let node;\n for (const rootNode of this._rootNodes) {\n if (rootNode.extent.containsCartographic(position)) {\n node = rootNode;\n break;\n }\n }\n\n if (undefined === node) {\n return -1;\n }\n\n return this.findMaxLevelFromNode(undefined, node, position);\n }\n\n private _cartographicScratch = Cartographic.createZero();\n\n /**\n * Determines if a particular tile is available.\n * @param {Number} level The tile level to check.\n * @param {Number} x The X coordinate of the tile to check.\n * @param {Number} y The Y coordinate of the tile to check.\n * @return {Boolean} True if the tile is available; otherwise, false.\n */\n public isTileAvailable(level: number, x: number, y: number): boolean {\n // Get the center of the tile and find the maximum level at that position.\n // Because availability is by tile, if the level is available at that point, it\n // is sure to be available for the whole tile. We assume that if a tile at level n exists,\n // then all its parent tiles back to level 0 exist too. This isn't really enforced\n // anywhere, but Cesium would never load a tile for which this is not true.\n const rectangle = this._tilingScheme.tileXYToRectangle(x, y, level + 1, TileAvailability.rectangleScratch);\n rectangle.getCenter(this._cartographicScratch);\n return this.computeMaximumLevelAtPosition(this._cartographicScratch) >= level;\n }\n\n private findMaxLevelFromNode(stopNode: QuadTreeNode | undefined, node: QuadTreeNode | undefined, position: Cartographic) {\n let maxLevel = 0;\n\n // Find the deepest quadtree node containing this point.\n let found = false;\n while (!found && node !== undefined) {\n const nw = node.nwNode && node.nwNode.extent.containsCartographic(position);\n const ne = node.neNode && node.neNode.extent.containsCartographic(position);\n const sw = node.swNode && node.swNode.extent.containsCartographic(position);\n const se = node.seNode && node.seNode.extent.containsCartographic(position);\n\n // The common scenario is that the point is in only one quadrant and we can simply\n // iterate down the tree. But if the point is on a boundary between tiles, it is\n // in multiple tiles and we need to check all of them, so use recursion.\n if ((nw ? 1 : 0) + (ne ? 1 : 0) + (sw ? 1 : 0) + (se ? 1 : 0) > 1) {\n if (nw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.nwNode, position));\n }\n if (ne) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.neNode, position));\n }\n if (sw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.swNode, position));\n }\n if (se) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.seNode, position));\n }\n break;\n } else if (nw) {\n node = node.nwNode;\n } else if (ne) {\n node = node.neNode;\n } else if (sw) {\n node = node.swNode;\n } else if (se) {\n node = node.seNode;\n } else {\n found = true;\n }\n }\n\n // Work up the tree until we find a rectangle that contains this point.\n while (node !== stopNode) {\n const rectangles = expectDefined(node).rectangles;\n\n // Rectangles are sorted by level, lowest first.\n // We're looping from length - 1 to 0, so get will always return a defined value.\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n for (let i = rectangles.length - 1; i >= 0 && rectangles.get(i)!.level > maxLevel; --i) {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n const rectangle = rectangles.get(i)!;\n if (rectangle.containsCartographic(position))\n maxLevel = rectangle.level;\n }\n node = node?.parent;\n }\n return maxLevel;\n }\n}\n"]}
@@ -116,7 +116,7 @@ export class BackgroundMapDrape extends TextureDrape {
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  const prevPlan = target.plan;
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  const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);
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  const stack = new BranchStack();
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- stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);
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+ stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline, prevPlan.contours);
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  stack.setSymbologyOverrides(this._symbologyOverrides);
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  const batchState = new BatchState(stack);
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122
  System.instance.applyRenderState(drawingParams.state);
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { ViewState3d } from \"../../../ViewState\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { TextureDrape } from \"./TextureDrape\";\n\n/** @internal */\nexport class BackgroundMapDrape extends TextureDrape {\n private _fbo?: FrameBuffer;\n private readonly _graphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _mapTree: MapTileTreeReference;\n private _drapedTree: TileTreeReference;\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1)));\n\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n super();\n this._drapedTree = drapedTree;\n this._mapTree = mapTree;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\n\n public override[Symbol.dispose]() {\n super[Symbol.dispose]();\n this._fbo = dispose(this._fbo);\n }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics.push(graphic);\n }\n\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\n return new BackgroundMapDrape(draped, map);\n }\n\n public collectGraphics(context: SceneContext) {\n this._graphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view as ViewState3d;\n if (undefined === viewState)\n return;\n\n const tileTree = this._mapTree.treeOwner.load();\n if (undefined === tileTree || !this._mapTree.layerRefHandler.initializeLayers(context))\n return;\n\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\n const requiredHeight = requiredWidth;\n\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n\n const targetTree = this._drapedTree.treeOwner.tileTree;\n const args = this._drapedTree.createDrawArgs(context);\n if (!targetTree || !args)\n return;\n\n const targetTiles = targetTree.selectTiles(args);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height, Range3d.createNull());\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._projectionMatrix = projection.projectionMatrix;\n\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\n if (undefined !== drawArgs)\n tileTree.draw(drawArgs);\n\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\n builder.addFrustum(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n }\n }\n\n public draw(target: Target) {\n if (undefined !== this._debugFrustumGraphic)\n target.graphics.foreground.push(this._debugFrustumGraphic);\n\n if (undefined === this._frustum || this._graphics.length === 0)\n return;\n\n if (undefined === this._fbo) {\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === colorTextureHandle) {\n assert(false, \"Failed to create planar texture\");\n return;\n }\n\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\n this._fbo = FrameBuffer.create([colorTextureHandle]);\n }\n if (undefined === this._fbo) {\n assert(false, \"unable to create frame buffer object\");\n return;\n }\n\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\n\n const prevState = System.instance.currentRenderState.clone();\n System.instance.context.viewport(0, 0, this._width, this._height);\n\n const prevPlan = target.plan;\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\n const stack = new BranchStack();\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline);\n stack.setSymbologyOverrides(this._symbologyOverrides);\n\n const batchState = new BatchState(stack);\n System.instance.applyRenderState(drawingParams.state);\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n\n target.uniforms.branch.pushState(stack.top);\n\n const renderCommands = new RenderCommands(target, stack, batchState);\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\n\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this._fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n target.uniforms.branch.pop();\n\n batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n system.applyRenderState(prevState);\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n system.glTimer.endOperation();\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { ColorDef, Frustum, FrustumPlanes, RenderTexture, TextureTransparency } from \"@itwin/core-common\";\nimport { GraphicsCollectorDrawArgs, MapTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { ViewState3d } from \"../../../ViewState\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { TextureDrape } from \"./TextureDrape\";\n\n/** @internal */\nexport class BackgroundMapDrape extends TextureDrape {\n private _fbo?: FrameBuffer;\n private readonly _graphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _mapTree: MapTileTreeReference;\n private _drapedTree: TileTreeReference;\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private readonly _symbologyOverrides = new FeatureSymbology.Overrides();\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(Point3d.createZero(), Vector3d.create(0, 0, 1)));\n\n private constructor(drapedTree: TileTreeReference, mapTree: MapTileTreeReference) {\n super();\n this._drapedTree = drapedTree;\n this._mapTree = mapTree;\n }\n\n public override get isDisposed(): boolean { return super.isDisposed && undefined === this._fbo; }\n\n public override[Symbol.dispose]() {\n super[Symbol.dispose]();\n this._fbo = dispose(this._fbo);\n }\n\n public addGraphic(graphic: RenderGraphic) {\n this._graphics.push(graphic);\n }\n\n public static create(draped: TileTreeReference, map: MapTileTreeReference): BackgroundMapDrape {\n return new BackgroundMapDrape(draped, map);\n }\n\n public collectGraphics(context: SceneContext) {\n this._graphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view as ViewState3d;\n if (undefined === viewState)\n return;\n\n const tileTree = this._mapTree.treeOwner.load();\n if (undefined === tileTree || !this._mapTree.layerRefHandler.initializeLayers(context))\n return;\n\n const requiredWidth = 2 * Math.max(context.target.viewRect.width, context.target.viewRect.height); // TBD - Size to textured area.\n const requiredHeight = requiredWidth;\n\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n\n const targetTree = this._drapedTree.treeOwner.tileTree;\n const args = this._drapedTree.createDrawArgs(context);\n if (!targetTree || !args)\n return;\n\n const targetTiles = targetTree.selectTiles(args);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, { tiles: targetTiles, location: args.location }, [this._mapTree], viewState, this._width, this._height, Range3d.createNull());\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._projectionMatrix = projection.projectionMatrix;\n\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, this._mapTree, FrustumPlanes.fromFrustum(this._frustum), projection.worldToViewMap);\n if (undefined !== drawArgs)\n tileTree.draw(drawArgs);\n\n if (context.target.debugControl && context.target.debugControl.displayDrapeFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n builder.setSymbology(ColorDef.green, ColorDef.green, 1);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 1);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.white, ColorDef.white, 1);\n builder.addFrustum(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n }\n }\n\n public draw(target: Target) {\n if (undefined !== this._debugFrustumGraphic)\n target.graphics.foreground.push(this._debugFrustumGraphic);\n\n if (undefined === this._frustum || this._graphics.length === 0)\n return;\n\n if (undefined === this._fbo) {\n const colorTextureHandle = TextureHandle.createForAttachment(this._width, this._height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (undefined === colorTextureHandle) {\n assert(false, \"Failed to create planar texture\");\n return;\n }\n\n this._texture = new Texture({ ownership: \"external\", type: RenderTexture.Type.TileSection, handle: colorTextureHandle, transparency: TextureTransparency.Opaque });\n this._fbo = FrameBuffer.create([colorTextureHandle]);\n }\n if (undefined === this._fbo) {\n assert(false, \"unable to create frame buffer object\");\n return;\n }\n\n System.instance.glTimer.beginOperation(\"Terrain Projection\");\n\n const prevState = System.instance.currentRenderState.clone();\n System.instance.context.viewport(0, 0, this._width, this._height);\n\n const prevPlan = target.plan;\n const drawingParams = PlanarTextureProjection.getTextureDrawingParams(target);\n const stack = new BranchStack();\n stack.changeRenderPlan(drawingParams.viewFlags, prevPlan.is3d, prevPlan.hline, prevPlan.contours);\n stack.setSymbologyOverrides(this._symbologyOverrides);\n\n const batchState = new BatchState(stack);\n System.instance.applyRenderState(drawingParams.state);\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset below in changeRenderPlan().\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(BackgroundMapDrape._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n\n target.uniforms.branch.pushState(stack.top);\n\n const renderCommands = new RenderCommands(target, stack, batchState);\n renderCommands.addGraphics(this._graphics, RenderPass.OpaqueGeneral);\n\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this._fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, renderCommands.getCommands(RenderPass.OpaqueGeneral), RenderPass.PlanarClassification); // Draw these with RenderPass.PlanarClassification (rather than Opaque...) so that the pick ordering is avoided.\n });\n\n target.uniforms.branch.pop();\n\n batchState.reset(); // Reset the batch Ids...\n target.changeRenderPlan(prevPlan);\n\n system.applyRenderState(prevState);\n gl.viewport(0, 0, target.viewRect.width, target.viewRect.height); // Restore viewport\n system.glTimer.endOperation();\n }\n}\n"]}
@@ -492,7 +492,7 @@ export class PlanarClassifier extends RenderPlanarClassifier {
492
492
  this._anyTranslucent = false;
493
493
  const prevProjMatrix = target.uniforms.frustum.projectionMatrix;
494
494
  target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));
495
- target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);
495
+ target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline, target.plan.contours);
496
496
  const addCmds = (oldCmds, newCmds) => {
497
497
  if (undefined === newCmds)
498
498
  return oldCmds;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()), expectDefined(mask.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n expectDefined(this._graphics).push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, expectDefined(projection.worldToViewMap));\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { BeEvent, dispose, expectDefined } from \"@itwin/core-bentley\";\nimport {\n ColorDef, Frustum, FrustumPlanes, RenderMode, RenderTexture, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay, TextureTransparency,\n} from \"@itwin/core-common\";\nimport { Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range3d, Vector3d } from \"@itwin/core-geometry\";\nimport { PlanarClipMaskState } from \"../../../PlanarClipMaskState\";\nimport { GraphicsCollectorDrawArgs, SpatialClassifierTileTreeReference, TileTreeReference } from \"../../../tile/internal\";\nimport { SceneContext } from \"../../../ViewContext\";\nimport { FeatureSymbology } from \"../../../render/FeatureSymbology\";\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\nimport { RenderMemory } from \"../../../render/RenderMemory\";\nimport { PlanarClassifierTarget, RenderPlanarClassifier } from \"../RenderPlanarClassifier\";\nimport { BatchState } from \"./BatchState\";\nimport { BranchStack } from \"./BranchStack\";\nimport { CachedGeometry, Combine3TexturesGeometry, CombineTexturesGeometry, ViewportQuadGeometry } from \"./CachedGeometry\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands } from \"./DrawCommand\";\nimport { FrameBuffer } from \"./FrameBuffer\";\nimport { GL } from \"./GL\";\nimport { Batch, Branch } from \"./Graphic\";\nimport { PlanarTextureProjection } from \"./PlanarTextureProjection\";\nimport { RenderCommands } from \"./RenderCommands\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { RenderState } from \"./RenderState\";\nimport { getDrawParams } from \"./ScratchDrawParams\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport { TechniqueId } from \"./TechniqueId\";\nimport { Texture, TextureHandle } from \"./Texture\";\nimport { ActiveSpatialClassifier } from \"../../../SpatialClassifiersState\";\n\nexport enum PlanarClassifierContent { None = 0, MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3 }\n\nfunction createTexture(handle: TextureHandle): Texture {\n return new Texture({\n handle,\n ownership: \"external\",\n type: RenderTexture.Type.TileSection,\n transparency: TextureTransparency.Opaque,\n });\n}\n\nfunction createTextureHandle(width: number, height: number, heightMult = 1.0) {\n return TextureHandle.createForAttachment(width, height * heightMult, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n}\n\nclass ClassifierTextures implements WebGLDisposable {\n private constructor(public readonly color: Texture,\n public readonly feature: Texture,\n public readonly hilite: Texture) { }\n\n public get isDisposed(): boolean {\n return this.color.isDisposed\n && this.feature.isDisposed\n && this.hilite.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this.color);\n dispose(this.feature);\n dispose(this.hilite);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n stats.addPlanarClassifier(this.color.bytesUsed);\n stats.addPlanarClassifier(this.feature.bytesUsed);\n stats.addPlanarClassifier(this.hilite.bytesUsed);\n }\n\n public static create(width: number, height: number): ClassifierTextures | undefined {\n const hColor = createTextureHandle(width, height);\n const hFeature = createTextureHandle(width, height);\n const hHilite = createTextureHandle(width, height);\n if (!hColor || !hFeature || !hHilite)\n return undefined;\n\n const color = createTexture(hColor);\n const feature = createTexture(hFeature);\n const hilite = createTexture(hHilite);\n if (!color || !feature || !hilite)\n return undefined;\n\n return new ClassifierTextures(color, feature, hilite);\n }\n}\n\nclass ClassifierFrameBuffers implements WebGLDisposable {\n private constructor(\n public readonly textures: ClassifierTextures,\n private readonly _hilite: FrameBuffer,\n private readonly _fbo: FrameBuffer,\n private readonly _clearGeom: ViewportQuadGeometry) {\n }\n\n public get isDisposed(): boolean {\n return this.textures.isDisposed && this._hilite.isDisposed && this._fbo.isDisposed && this._clearGeom.isDisposed;\n }\n\n public [Symbol.dispose](): void {\n dispose(this._fbo);\n dispose(this._clearGeom);\n dispose(this.textures);\n dispose(this._hilite);\n }\n\n public draw(cmds: DrawCommands, target: Target): void {\n System.instance.frameBufferStack.execute(this._fbo, true, false, () => {\n target.techniques.draw(getDrawParams(target, this._clearGeom));\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n\n public drawHilite(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.frameBufferStack.execute(this._hilite, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.Hilite);\n });\n }\n\n public static create(width: number, height: number): ClassifierFrameBuffers | undefined {\n const textures = ClassifierTextures.create(width, height);\n if (undefined === textures)\n return undefined;\n\n const hiliteFbo = FrameBuffer.create([textures.hilite.texture]);\n if (undefined === hiliteFbo)\n return undefined;\n\n const fbo = FrameBuffer.create([textures.color.texture, textures.feature.texture]);\n if (undefined === fbo)\n return undefined;\n\n const geom = ViewportQuadGeometry.create(TechniqueId.ClearPickAndColor);\n return undefined !== geom ? new this(textures, hiliteFbo, fbo, geom) : undefined;\n }\n}\n\ninterface TextureAndFbo {\n texture: Texture;\n fbo: FrameBuffer;\n}\n\nabstract class SingleTextureFrameBuffer implements WebGLDisposable {\n public texture: Texture;\n protected fbo: FrameBuffer;\n public get isDisposed(): boolean { return this.texture.isDisposed && this.fbo.isDisposed; }\n public collectStatistics(stats: RenderMemory.Statistics): void { stats.addPlanarClassifier(this.texture.bytesUsed); }\n protected constructor(textureAndFbo: TextureAndFbo) {\n this.texture = textureAndFbo.texture;\n this.fbo = textureAndFbo.fbo;\n }\n public [Symbol.dispose](): void {\n dispose(this.texture);\n dispose(this.fbo);\n }\n public static createTextureAndFrameBuffer(width: number, height: number): TextureAndFbo | undefined {\n const hTexture = TextureHandle.createForAttachment(width, height, GL.Texture.Format.Rgba, GL.Texture.DataType.UnsignedByte);\n if (!hTexture)\n return undefined;\n\n const texture = new Texture({ type: RenderTexture.Type.TileSection, ownership: \"external\", handle: hTexture, transparency: TextureTransparency.Opaque });\n if (!texture)\n return undefined;\n\n const fbo = FrameBuffer.create([texture.texture]);\n if (undefined === fbo)\n return undefined;\n\n return { texture, fbo };\n }\n}\nclass MaskFrameBuffer extends SingleTextureFrameBuffer {\n public static create(width: number, height: number): MaskFrameBuffer | undefined {\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, height);\n return undefined === textureFbo ? undefined : new MaskFrameBuffer(textureFbo);\n }\n public draw(cmds: DrawCommands, target: Target): void {\n const system = System.instance;\n const gl = system.context;\n\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.execute(target, cmds, RenderPass.PlanarClassification);\n });\n }\n}\nabstract class CombineTexturesFrameBuffer extends SingleTextureFrameBuffer {\n constructor(textureAndFbo: TextureAndFbo, private _combineGeom: CachedGeometry, private _width: number, private _height: number, private _heightMult: number) { super(textureAndFbo); }\n public compose(target: Target): void {\n const system = System.instance;\n const gl = system.context;\n system.context.viewport(0, 0, this._width, this._heightMult * this._height);\n system.frameBufferStack.execute(this.fbo, true, false, () => {\n gl.clearColor(0, 0, 0, 0);\n gl.clear(GL.BufferBit.Color);\n target.techniques.draw(getDrawParams(target, this._combineGeom));\n });\n }\n}\n\nclass ClassifierCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = CombineTexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 2 * height);\n return undefined === textureFbo ? undefined : new ClassifierCombinationBuffer(textureFbo, combineGeom, width, height, 2);\n }\n}\nclass ClassifierAndMaskCombinationBuffer extends CombineTexturesFrameBuffer {\n public static create(width: number, height: number, classifierColor: Texture, classifierFeature: Texture, mask: Texture): ClassifierAndMaskCombinationBuffer | undefined {\n const combineGeom = Combine3TexturesGeometry.createGeometry(expectDefined(classifierColor.texture.getHandle()), expectDefined(classifierFeature.texture.getHandle()), expectDefined(mask.texture.getHandle()));\n if (undefined === combineGeom)\n return undefined;\n\n const textureFbo = SingleTextureFrameBuffer.createTextureAndFrameBuffer(width, 3 * height);\n return undefined === textureFbo ? undefined : new ClassifierAndMaskCombinationBuffer(textureFbo, combineGeom, width, height, 3);\n }\n}\n\nconst scratchPrevRenderState = new RenderState();\n\n/** @internal */\nexport class PlanarClassifier extends RenderPlanarClassifier implements RenderMemory.Consumer, WebGLDisposable {\n private _classifierBuffers?: ClassifierFrameBuffers;\n private _maskBuffer?: MaskFrameBuffer;\n private _classifierCombinedBuffer?: ClassifierCombinationBuffer;\n private _classifierAndMaskCombinedBuffer?: ClassifierAndMaskCombinationBuffer;\n private _projectionMatrix = Matrix4d.createIdentity();\n private _graphics?: RenderGraphic[];\n private readonly _classifierGraphics: RenderGraphic[] = [];\n private readonly _maskGraphics: RenderGraphic[] = [];\n private _frustum?: Frustum;\n private _width = 0;\n private _height = 0;\n private _baseBatchId = 0;\n private _anyHilited = false;\n private _anyOpaque = false;\n private _anyTranslucent = false;\n private _classifier?: ActiveSpatialClassifier;\n private readonly _plane = expectDefined(Plane3dByOriginAndUnitNormal.create(new Point3d(0, 0, 0), new Vector3d(0, 0, 1))); // TBD -- Support other planes - default to X-Y for now.\n private readonly _renderState = new RenderState();\n private readonly _renderCommands: RenderCommands;\n private readonly _branchStack = new BranchStack();\n private readonly _batchState: BatchState;\n private _planarClipMask?: PlanarClipMaskState;\n private _classifierTreeRef?: SpatialClassifierTileTreeReference;\n private _planarClipMaskOverrides?: FeatureSymbology.Overrides;\n private _contentMode: PlanarClassifierContent = PlanarClassifierContent.None;\n private _removeMe?: () => void;\n private _featureSymbologySource: FeatureSymbology.Source = {\n onSourceDisposed: new BeEvent<() => void>(),\n };;\n\n private static _postProjectionMatrix = Matrix4d.createRowValues(\n 0, 1, 0, 0,\n 0, 0, -1, 0,\n 1, 0, 0, 0,\n 0, 0, 0, 1);\n private _debugFrustum?: Frustum;\n private _doDebugFrustum = false;\n private _debugFrustumGraphic?: RenderGraphic = undefined;\n private _isClassifyingPointCloud?: boolean; // we will detect this the first time we draw\n private readonly _bgColor = ColorDef.from(0, 0, 0, 255);\n\n private constructor(classifier: ActiveSpatialClassifier | undefined, target: Target) {\n super();\n this._classifier = classifier;\n\n const flags = this._renderState.flags;\n flags.depthMask = flags.blend = flags.depthTest = false;\n\n this._batchState = new BatchState(this._branchStack);\n this._renderCommands = new RenderCommands(target, this._branchStack, this._batchState);\n }\n public get textureImageCount(): number { return this._contentMode; }\n\n public getParams(params: Float32Array): void {\n params[0] = this.insideDisplay;\n params[1] = this.outsideDisplay;\n params[2] = this._contentMode;\n if (this._planarClipMask?.settings.invert) // If the mask sense is inverted, negate the contentMode to indicate this to the shader.\n params[2] = - params[2];\n\n params[3] = (this._planarClipMask?.settings.transparency === undefined) ? -1 : this._planarClipMask.settings.transparency;\n\n }\n\n public get hiliteTexture(): Texture | undefined { return undefined !== this._classifierBuffers ? this._classifierBuffers.textures.hilite : undefined; }\n public get projectionMatrix(): Matrix4d { return this._projectionMatrix; }\n // public get properties(): SpatialClassifier { return this._classifier; }\n public get baseBatchId(): number { return this._baseBatchId; }\n public get anyHilited(): boolean { return this._anyHilited; }\n public get anyOpaque(): boolean { return this._anyOpaque; }\n public get anyTranslucent(): boolean { return this._anyTranslucent; }\n public get insideDisplay(): SpatialClassifierInsideDisplay { return this._classifier ? this._classifier.flags.inside : SpatialClassifierInsideDisplay.Off; }\n public get outsideDisplay(): SpatialClassifierOutsideDisplay { return this._classifier ? this._classifier.flags.outside : SpatialClassifierOutsideDisplay.On; }\n public get isClassifyingPointCloud(): boolean { return true === this._isClassifyingPointCloud; }\n\n public addGraphic(graphic: RenderGraphic) {\n expectDefined(this._graphics).push(graphic);\n }\n\n public static create(properties: ActiveSpatialClassifier | undefined, target: Target): PlanarClassifier {\n return new PlanarClassifier(properties, target);\n }\n\n public collectStatistics(stats: RenderMemory.Statistics): void {\n if (undefined !== this._classifierBuffers)\n this._classifierBuffers.textures.collectStatistics(stats);\n\n if (undefined !== this._maskBuffer)\n this._maskBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierCombinedBuffer)\n this._classifierCombinedBuffer.collectStatistics(stats);\n\n if (undefined !== this._classifierAndMaskCombinedBuffer)\n this._classifierAndMaskCombinedBuffer.collectStatistics(stats);\n }\n\n public get isDisposed(): boolean { return undefined === this._classifierBuffers; }\n\n public [Symbol.dispose]() {\n this._classifierBuffers = dispose(this._classifierBuffers);\n this._maskBuffer = dispose(this._maskBuffer);\n this._classifierCombinedBuffer = dispose(this._classifierCombinedBuffer);\n this._classifierAndMaskCombinedBuffer = dispose(this._classifierAndMaskCombinedBuffer);\n if (this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n }\n this._featureSymbologySource.onSourceDisposed.raiseEvent();\n }\n\n public get texture(): Texture | undefined {\n switch (this._contentMode) {\n case PlanarClassifierContent.None:\n return undefined;\n case PlanarClassifierContent.ClassifierOnly:\n return this._classifierCombinedBuffer?.texture;\n case PlanarClassifierContent.MaskOnly:\n return this._maskBuffer?.texture;\n case PlanarClassifierContent.ClassifierAndMask:\n return this._classifierAndMaskCombinedBuffer?.texture;\n }\n }\n public getOrCreateClassifierTexture(): Texture | undefined {\n if (undefined === this._classifierBuffers)\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined !== this._classifierBuffers && undefined === this._classifierCombinedBuffer)\n this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n\n return this._classifierCombinedBuffer?.texture;\n }\n\n private pushBatches(batchState: BatchState, graphics: RenderGraphic[]) {\n graphics.forEach((graphic) => {\n if (graphic instanceof Batch) {\n batchState.push(graphic, true);\n batchState.pop();\n } else if (graphic instanceof Branch) {\n this.pushBatches(batchState, graphic.branch.entries);\n }\n });\n }\n public get sourceTransparency() {\n return this._classifierTreeRef?.transparency;\n }\n\n public pushBatchState(batchState: BatchState) {\n this._baseBatchId = batchState.nextBatchId - 1;\n if (undefined !== this._classifierGraphics)\n this.pushBatches(batchState, this._classifierGraphics);\n }\n\n public setSource(classifierTreeRef?: SpatialClassifierTileTreeReference, planarClipMask?: PlanarClipMaskState) {\n this._classifierTreeRef = classifierTreeRef;\n this._classifier = classifierTreeRef?.activeClassifier;\n this._planarClipMask = planarClipMask;\n }\n\n public collectGraphics(context: SceneContext, target: PlanarClassifierTarget): void {\n this._classifierGraphics.length = this._maskGraphics.length = 0;\n if (undefined === context.viewingSpace)\n return;\n\n const viewState = context.viewingSpace.view;\n if (!viewState.isSpatialView())\n return;\n\n this._doDebugFrustum = context.target.debugControl?.displayMaskFrustum ?? false;\n\n const maxTextureSize = System.instance.maxTexSizeAllow;\n const requiredHeight = maxTextureSize;\n const requiredWidth = maxTextureSize;\n if (requiredWidth !== this._width || requiredHeight !== this._height)\n this[Symbol.dispose]();\n\n this._width = requiredWidth;\n this._height = requiredHeight;\n const maskRange = Range3d.createNull();\n const maskTrees = this._planarClipMask?.getTileTrees(context, target.modelId, maskRange);\n if (!maskTrees && !this._classifierTreeRef)\n return;\n\n const allTrees = maskTrees ? maskTrees.slice() : new Array<TileTreeReference>();\n if (this._classifierTreeRef)\n allTrees.push(this._classifierTreeRef);\n\n const projection = PlanarTextureProjection.computePlanarTextureProjection(this._plane, context, target, allTrees, viewState, this._width, this._height, maskRange);\n if (!projection.textureFrustum || !projection.projectionMatrix || !projection.worldToViewMap)\n return;\n\n this._projectionMatrix = projection.projectionMatrix;\n this._frustum = projection.textureFrustum;\n this._debugFrustum = projection.debugFrustum;\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n if (!this._planarClipMask?.usingViewportOverrides && this._removeMe) {\n this._removeMe();\n this._removeMe = undefined;\n } else if (this._planarClipMask?.usingViewportOverrides && !this._removeMe) {\n this._removeMe = context.viewport.onFeatureOverridesChanged.addListener(() => {\n this._planarClipMaskOverrides = this._planarClipMask?.getPlanarClipMaskSymbologyOverrides(context, this._featureSymbologySource);\n context.viewport.requestRedraw();\n });\n }\n\n const drawTree = (treeRef: TileTreeReference, graphics: RenderGraphic[]) => {\n this._graphics = graphics;\n const frustumPlanes = this._frustum ? FrustumPlanes.fromFrustum(this._frustum) : FrustumPlanes.createEmpty();\n const drawArgs = GraphicsCollectorDrawArgs.create(context, this, treeRef, frustumPlanes, expectDefined(projection.worldToViewMap));\n if (undefined !== drawArgs)\n treeRef.draw(drawArgs);\n\n this._graphics = undefined;\n };\n if (this._classifierTreeRef)\n drawTree(this._classifierTreeRef, this._classifierGraphics);\n\n if (maskTrees)\n maskTrees.forEach((maskTree) => drawTree(maskTree, this._maskGraphics));\n\n // Shader behaves slightly differently when classifying surfaces vs point clouds.\n this._isClassifyingPointCloud = target.isPointCloud;\n\n if (this._doDebugFrustum) {\n this._debugFrustumGraphic = dispose(this._debugFrustumGraphic);\n const builder = context.createSceneGraphicBuilder();\n\n builder.setSymbology(ColorDef.green, ColorDef.green, 2);\n builder.addFrustum(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.red, ColorDef.red, 2);\n builder.addFrustum(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.blue, ColorDef.blue, 2);\n builder.addFrustum(this._frustum);\n\n builder.setSymbology(ColorDef.from(0, 200, 0, 222), ColorDef.from(0, 200, 0, 222), 2);\n builder.addFrustumSides(context.viewingSpace.getFrustum());\n builder.setSymbology(ColorDef.from(200, 0, 0, 222), ColorDef.from(200, 0, 0, 222), 2);\n builder.addFrustumSides(expectDefined(this._debugFrustum));\n builder.setSymbology(ColorDef.from(0, 0, 200, 222), ColorDef.from(0, 0, 200, 222), 2);\n builder.addFrustumSides(this._frustum);\n this._debugFrustumGraphic = builder.finish();\n context.outputGraphic(this._debugFrustumGraphic);\n }\n }\n\n public draw(target: Target) {\n if (undefined === this._frustum)\n return;\n\n this._contentMode = PlanarClassifierContent.None;\n let combinationBuffer: ClassifierCombinationBuffer | undefined;\n if (this._classifierGraphics.length === 0) {\n if (this._maskGraphics.length === 0) {\n return;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.MaskOnly;\n }\n } else {\n if (undefined === this._classifierBuffers) {\n this._classifierBuffers = ClassifierFrameBuffers.create(this._width, this._height);\n if (undefined === this._classifierBuffers)\n return;\n }\n if (this._maskGraphics.length === 0) {\n if (undefined === this._classifierCombinedBuffer) {\n combinationBuffer = this._classifierCombinedBuffer = ClassifierCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature);\n if (undefined === this._classifierCombinedBuffer)\n return;\n }\n this._contentMode = PlanarClassifierContent.ClassifierOnly;\n combinationBuffer = this._classifierCombinedBuffer;\n } else {\n if (undefined === this._maskBuffer) {\n this._maskBuffer = MaskFrameBuffer.create(this._width, this._height);\n if (undefined === this._maskBuffer)\n return;\n }\n if (undefined === this._classifierAndMaskCombinedBuffer) {\n combinationBuffer = this._classifierAndMaskCombinedBuffer = ClassifierAndMaskCombinationBuffer.create(this._width, this._height, this._classifierBuffers.textures.color, this._classifierBuffers.textures.feature, this._maskBuffer.texture);\n if (undefined === this._classifierAndMaskCombinedBuffer)\n return;\n }\n combinationBuffer = this._classifierAndMaskCombinedBuffer;\n this._contentMode = PlanarClassifierContent.ClassifierAndMask;\n }\n }\n\n // Temporarily override the Target's state.\n const system = System.instance;\n const maskViewFlags = {\n renderMode: RenderMode.SmoothShade,\n wiremesh: false,\n transparency: !this.isClassifyingPointCloud, // point clouds don't support transparency.\n textures: false,\n lighting: false,\n shadows: false,\n monochrome: false,\n materials: false,\n ambientOcclusion: false,\n visibleEdges: false,\n hiddenEdges: false,\n };\n const prevState = system.currentRenderState.clone(scratchPrevRenderState);\n system.context.viewport(0, 0, this._width, this._height);\n const vf = target.currentViewFlags.copy(this._classifierTreeRef ? this._classifierTreeRef.viewFlags : maskViewFlags);\n\n system.applyRenderState(this._renderState);\n const prevPlan = target.plan;\n const prevOverrides = target.currentFeatureSymbologyOverrides;\n\n target.uniforms.style.changeBackgroundColor(this._bgColor); // Avoid white on white reversal. Will be reset in changeRenderPlan below.\n target.changeFrustum(this._frustum, this._frustum.getFraction(), true);\n this._anyTranslucent = false;\n\n const prevProjMatrix = target.uniforms.frustum.projectionMatrix;\n target.uniforms.frustum.changeProjectionMatrix(PlanarClassifier._postProjectionMatrix.multiplyMatrixMatrix(prevProjMatrix));\n target.uniforms.branch.changeRenderPlan(vf, target.plan.is3d, target.plan.hline, target.plan.contours);\n\n const addCmds = (oldCmds: DrawCommands, newCmds: DrawCommands) => {\n if (undefined === newCmds)\n return oldCmds;\n if (newCmds.length > 50000) {\n \t// This method is slower for smaller array sizes, but when the size of newCmds gets larger it's performance is ok.\n return oldCmds.concat(newCmds);\n } else {\n \t// This method runs faster, but gets a stack overflow when the size of newCmds is too large.\n oldCmds.push(...newCmds);\n return oldCmds;\n }\n }\n\n const renderCommands = this._renderCommands;\n const getDrawCommands = (graphics: RenderGraphic[]) => {\n this._batchState.reset();\n renderCommands.reset(target, this._branchStack, this._batchState);\n renderCommands.collectGraphicsForPlanarProjection(graphics);\n\n // Draw the classifiers into our attachments.\n // When using Display.ElementColor, the color and transparency come from the classifier geometry. Therefore we may need to draw the classified geometry\n // in a different pass - or both passes - depending on the transparency of the classifiers.\n // NB: \"Outside\" geometry by definition cannot take color/transparency from element...\n let cmds = renderCommands.getCommands(RenderPass.OpaquePlanar);\n\n // NB: We don't strictly require the classifier geometry to be planar, and sometimes (e.g., \"planar\" polyface/bspsurf) we do not detect planarity.\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueGeneral));\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.OpaqueLinear));\n this._anyOpaque = cmds.length > 0;\n const transCmds = renderCommands.getCommands(RenderPass.Translucent);\n if (transCmds.length > 0) {\n cmds = addCmds(cmds, renderCommands.getCommands(RenderPass.Translucent));\n this._anyTranslucent = true;\n }\n return cmds;\n };\n\n if (this._classifierGraphics.length > 0 && this._classifierBuffers) {\n this._classifierBuffers.draw(getDrawCommands(this._classifierGraphics), target);\n\n // Draw any hilited classifiers.\n const hiliteCommands = renderCommands.getCommands(RenderPass.Hilite);\n this._anyHilited = 0 !== hiliteCommands.length;\n if (this._anyHilited)\n this._classifierBuffers.drawHilite(hiliteCommands, target);\n }\n if (this._maskGraphics.length > 0 && this._maskBuffer) {\n if (this._planarClipMaskOverrides)\n target.overrideFeatureSymbology(this._planarClipMaskOverrides);\n if (this._planarClipMask && this._planarClipMask.settings.transparency !== undefined && this._planarClipMask.settings.transparency > 0.0)\n this._anyTranslucent = true;\n\n this._maskBuffer.draw(getDrawCommands(this._maskGraphics), target);\n\n }\n if (combinationBuffer)\n combinationBuffer.compose(target);\n\n this._batchState.reset();\n target.changeRenderPlan(prevPlan);\n target.overrideFeatureSymbology(prevOverrides);\n\n system.applyRenderState(prevState);\n system.context.viewport(0, 0, target.viewRect.width, target.viewRect.height);\n }\n}\n\n"]}
@@ -216,7 +216,7 @@ export class TileAvailability {
216
216
  if (rectangle.containsCartographic(position))
217
217
  maxLevel = rectangle.level;
218
218
  }
219
- node = expectDefined(node?.parent);
219
+ node = node?.parent;
220
220
  }
221
221
  return maxLevel;
222
222
  }
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { Cartographic } from \"@itwin/core-common\";\nimport { MapCartoRectangle, MapTilingScheme } from \"../../../tile/internal\";\nimport { expectDefined, SortedArray } from \"@itwin/core-bentley\";\n\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\n\nclass RectangleWithLevel extends MapCartoRectangle {\n constructor(public level: number, west: number, south: number, east: number, north: number) {\n super(west, south, east, north);\n }\n}\n\nclass QuadTreeNode {\n public swNode?: QuadTreeNode;\n public seNode?: QuadTreeNode;\n public nwNode?: QuadTreeNode;\n public neNode?: QuadTreeNode;\n public extent: MapCartoRectangle;\n public rectangles = new SortedArray<RectangleWithLevel>((lhs: RectangleWithLevel, rhs: RectangleWithLevel) => lhs.level - rhs.level, true);\n constructor(public tilingScheme: MapTilingScheme, public parent: QuadTreeNode | undefined, public level: number, public x: number, public y: number) {\n this.extent = tilingScheme.tileXYToRectangle(x, y, level + 1);\n }\n public get nw(): QuadTreeNode {\n if (!this.nwNode)\n this.nwNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2);\n\n return this.nwNode;\n }\n public get ne(): QuadTreeNode {\n if (!this.neNode)\n this.neNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2);\n\n return this.neNode;\n }\n public get sw(): QuadTreeNode {\n if (!this.swNode)\n this.swNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2 + 1);\n\n return this.swNode;\n }\n public get se(): QuadTreeNode {\n if (!this.seNode)\n this.seNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2 + 1);\n\n return this.seNode;\n }\n}\n\nfunction putRectangleInQuadtree(maxDepth: number, node: QuadTreeNode, rectangle: RectangleWithLevel) {\n while (node.level < maxDepth) {\n if (node.nw.extent.containsRange(rectangle)) {\n node = node.nw;\n } else if (node.ne.extent.containsRange(rectangle)) {\n node = node.ne;\n } else if (node.sw.extent.containsRange(rectangle)) {\n node = node.sw;\n } else if (node.se.extent.containsRange(rectangle)) {\n node = node.se;\n } else {\n break;\n }\n }\n\n node.rectangles.insert(rectangle);\n}\n\nexport class TileAvailability {\n private _rootNodes = new Array<QuadTreeNode>();\n constructor(private _tilingScheme: MapTilingScheme, private _maximumLevel: number) { }\n\n public static rectangleScratch = MapCartoRectangle.createMaximum();\n\n public findNode(level: number, x: number, y: number, nodes: QuadTreeNode[]) {\n for (const node of nodes) {\n if (node.x === x && node.y === y && node.level === level) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Marks a rectangular range of tiles in a particular level as being available. For best performance,\n * add your ranges in order of increasing level.\n *\n * @param {Number} level The level.\n * @param {Number} startX The X coordinate of the first available tiles at the level.\n * @param {Number} startY The Y coordinate of the first available tiles at the level.\n * @param {Number} endX The X coordinate of the last available tiles at the level.\n * @param {Number} endY The Y coordinate of the last available tiles at the level.\n */\n public addAvailableTileRange(level: number, startX: number, startY: number, endX: number, endY: number) {\n const tilingScheme = this._tilingScheme;\n const rootNodes = this._rootNodes;\n if (level === 0) {\n for (let y = startY; y <= endY; ++y) {\n for (let x = startX; x <= endX; ++x) {\n if (!this.findNode(level, x, y, rootNodes)) {\n rootNodes.push(new QuadTreeNode(tilingScheme, undefined, 0, x, y));\n }\n }\n }\n }\n\n tilingScheme.tileXYToRectangle(startX, startY, level + 1, TileAvailability.rectangleScratch);\n const west = TileAvailability.rectangleScratch.west;\n const south = TileAvailability.rectangleScratch.south;\n\n tilingScheme.tileXYToRectangle(endX, endY, level + 1, TileAvailability.rectangleScratch);\n const east = TileAvailability.rectangleScratch.east;\n const north = TileAvailability.rectangleScratch.north;\n\n const rectangleWithLevel = new RectangleWithLevel(level, west, south, east, north);\n\n for (const rootNode of rootNodes) {\n if (rootNode.extent.intersectsRange(rectangleWithLevel)) {\n putRectangleInQuadtree(this._maximumLevel, rootNode, rectangleWithLevel);\n }\n }\n }\n\n public computeMaximumLevelAtPosition(position: Cartographic): number {\n // Find the root node that contains this position.\n let node;\n for (const rootNode of this._rootNodes) {\n if (rootNode.extent.containsCartographic(position)) {\n node = rootNode;\n break;\n }\n }\n\n if (undefined === node) {\n return -1;\n }\n\n return this.findMaxLevelFromNode(undefined, node, position);\n }\n\n private _cartographicScratch = Cartographic.createZero();\n\n /**\n * Determines if a particular tile is available.\n * @param {Number} level The tile level to check.\n * @param {Number} x The X coordinate of the tile to check.\n * @param {Number} y The Y coordinate of the tile to check.\n * @return {Boolean} True if the tile is available; otherwise, false.\n */\n public isTileAvailable(level: number, x: number, y: number): boolean {\n // Get the center of the tile and find the maximum level at that position.\n // Because availability is by tile, if the level is available at that point, it\n // is sure to be available for the whole tile. We assume that if a tile at level n exists,\n // then all its parent tiles back to level 0 exist too. This isn't really enforced\n // anywhere, but Cesium would never load a tile for which this is not true.\n const rectangle = this._tilingScheme.tileXYToRectangle(x, y, level + 1, TileAvailability.rectangleScratch);\n rectangle.getCenter(this._cartographicScratch);\n return this.computeMaximumLevelAtPosition(this._cartographicScratch) >= level;\n }\n\n private findMaxLevelFromNode(stopNode: QuadTreeNode | undefined, node: QuadTreeNode | undefined, position: Cartographic) {\n let maxLevel = 0;\n\n // Find the deepest quadtree node containing this point.\n let found = false;\n while (!found && node !== undefined) {\n const nw = node.nwNode && node.nwNode.extent.containsCartographic(position);\n const ne = node.neNode && node.neNode.extent.containsCartographic(position);\n const sw = node.swNode && node.swNode.extent.containsCartographic(position);\n const se = node.seNode && node.seNode.extent.containsCartographic(position);\n\n // The common scenario is that the point is in only one quadrant and we can simply\n // iterate down the tree. But if the point is on a boundary between tiles, it is\n // in multiple tiles and we need to check all of them, so use recursion.\n if ((nw ? 1 : 0) + (ne ? 1 : 0) + (sw ? 1 : 0) + (se ? 1 : 0) > 1) {\n if (nw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.nwNode, position));\n }\n if (ne) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.neNode, position));\n }\n if (sw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.swNode, position));\n }\n if (se) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.seNode, position));\n }\n break;\n } else if (nw) {\n node = node.nwNode;\n } else if (ne) {\n node = node.neNode;\n } else if (sw) {\n node = node.swNode;\n } else if (se) {\n node = node.seNode;\n } else {\n found = true;\n }\n }\n\n // Work up the tree until we find a rectangle that contains this point.\n while (node !== stopNode) {\n const rectangles = expectDefined(node).rectangles;\n\n // Rectangles are sorted by level, lowest first.\n // We're looping from length - 1 to 0, so get will always return a defined value.\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n for (let i = rectangles.length - 1; i >= 0 && rectangles.get(i)!.level > maxLevel; --i) {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n const rectangle = rectangles.get(i)!;\n if (rectangle.containsCartographic(position))\n maxLevel = rectangle.level;\n }\n node = expectDefined(node?.parent);\n }\n return maxLevel;\n }\n}\n"]}
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All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module Tiles\n */\n\nimport { Cartographic } from \"@itwin/core-common\";\nimport { MapCartoRectangle, MapTilingScheme } from \"../../../tile/internal\";\nimport { expectDefined, SortedArray } from \"@itwin/core-bentley\";\n\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\n\nclass RectangleWithLevel extends MapCartoRectangle {\n constructor(public level: number, west: number, south: number, east: number, north: number) {\n super(west, south, east, north);\n }\n}\n\nclass QuadTreeNode {\n public swNode?: QuadTreeNode;\n public seNode?: QuadTreeNode;\n public nwNode?: QuadTreeNode;\n public neNode?: QuadTreeNode;\n public extent: MapCartoRectangle;\n public rectangles = new SortedArray<RectangleWithLevel>((lhs: RectangleWithLevel, rhs: RectangleWithLevel) => lhs.level - rhs.level, true);\n constructor(public tilingScheme: MapTilingScheme, public parent: QuadTreeNode | undefined, public level: number, public x: number, public y: number) {\n this.extent = tilingScheme.tileXYToRectangle(x, y, level + 1);\n }\n public get nw(): QuadTreeNode {\n if (!this.nwNode)\n this.nwNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2);\n\n return this.nwNode;\n }\n public get ne(): QuadTreeNode {\n if (!this.neNode)\n this.neNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2);\n\n return this.neNode;\n }\n public get sw(): QuadTreeNode {\n if (!this.swNode)\n this.swNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2, this.y * 2 + 1);\n\n return this.swNode;\n }\n public get se(): QuadTreeNode {\n if (!this.seNode)\n this.seNode = new QuadTreeNode(this.tilingScheme, this, this.level + 1, this.x * 2 + 1, this.y * 2 + 1);\n\n return this.seNode;\n }\n}\n\nfunction putRectangleInQuadtree(maxDepth: number, node: QuadTreeNode, rectangle: RectangleWithLevel) {\n while (node.level < maxDepth) {\n if (node.nw.extent.containsRange(rectangle)) {\n node = node.nw;\n } else if (node.ne.extent.containsRange(rectangle)) {\n node = node.ne;\n } else if (node.sw.extent.containsRange(rectangle)) {\n node = node.sw;\n } else if (node.se.extent.containsRange(rectangle)) {\n node = node.se;\n } else {\n break;\n }\n }\n\n node.rectangles.insert(rectangle);\n}\n\nexport class TileAvailability {\n private _rootNodes = new Array<QuadTreeNode>();\n constructor(private _tilingScheme: MapTilingScheme, private _maximumLevel: number) { }\n\n public static rectangleScratch = MapCartoRectangle.createMaximum();\n\n public findNode(level: number, x: number, y: number, nodes: QuadTreeNode[]) {\n for (const node of nodes) {\n if (node.x === x && node.y === y && node.level === level) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Marks a rectangular range of tiles in a particular level as being available. For best performance,\n * add your ranges in order of increasing level.\n *\n * @param {Number} level The level.\n * @param {Number} startX The X coordinate of the first available tiles at the level.\n * @param {Number} startY The Y coordinate of the first available tiles at the level.\n * @param {Number} endX The X coordinate of the last available tiles at the level.\n * @param {Number} endY The Y coordinate of the last available tiles at the level.\n */\n public addAvailableTileRange(level: number, startX: number, startY: number, endX: number, endY: number) {\n const tilingScheme = this._tilingScheme;\n const rootNodes = this._rootNodes;\n if (level === 0) {\n for (let y = startY; y <= endY; ++y) {\n for (let x = startX; x <= endX; ++x) {\n if (!this.findNode(level, x, y, rootNodes)) {\n rootNodes.push(new QuadTreeNode(tilingScheme, undefined, 0, x, y));\n }\n }\n }\n }\n\n tilingScheme.tileXYToRectangle(startX, startY, level + 1, TileAvailability.rectangleScratch);\n const west = TileAvailability.rectangleScratch.west;\n const south = TileAvailability.rectangleScratch.south;\n\n tilingScheme.tileXYToRectangle(endX, endY, level + 1, TileAvailability.rectangleScratch);\n const east = TileAvailability.rectangleScratch.east;\n const north = TileAvailability.rectangleScratch.north;\n\n const rectangleWithLevel = new RectangleWithLevel(level, west, south, east, north);\n\n for (const rootNode of rootNodes) {\n if (rootNode.extent.intersectsRange(rectangleWithLevel)) {\n putRectangleInQuadtree(this._maximumLevel, rootNode, rectangleWithLevel);\n }\n }\n }\n\n public computeMaximumLevelAtPosition(position: Cartographic): number {\n // Find the root node that contains this position.\n let node;\n for (const rootNode of this._rootNodes) {\n if (rootNode.extent.containsCartographic(position)) {\n node = rootNode;\n break;\n }\n }\n\n if (undefined === node) {\n return -1;\n }\n\n return this.findMaxLevelFromNode(undefined, node, position);\n }\n\n private _cartographicScratch = Cartographic.createZero();\n\n /**\n * Determines if a particular tile is available.\n * @param {Number} level The tile level to check.\n * @param {Number} x The X coordinate of the tile to check.\n * @param {Number} y The Y coordinate of the tile to check.\n * @return {Boolean} True if the tile is available; otherwise, false.\n */\n public isTileAvailable(level: number, x: number, y: number): boolean {\n // Get the center of the tile and find the maximum level at that position.\n // Because availability is by tile, if the level is available at that point, it\n // is sure to be available for the whole tile. We assume that if a tile at level n exists,\n // then all its parent tiles back to level 0 exist too. This isn't really enforced\n // anywhere, but Cesium would never load a tile for which this is not true.\n const rectangle = this._tilingScheme.tileXYToRectangle(x, y, level + 1, TileAvailability.rectangleScratch);\n rectangle.getCenter(this._cartographicScratch);\n return this.computeMaximumLevelAtPosition(this._cartographicScratch) >= level;\n }\n\n private findMaxLevelFromNode(stopNode: QuadTreeNode | undefined, node: QuadTreeNode | undefined, position: Cartographic) {\n let maxLevel = 0;\n\n // Find the deepest quadtree node containing this point.\n let found = false;\n while (!found && node !== undefined) {\n const nw = node.nwNode && node.nwNode.extent.containsCartographic(position);\n const ne = node.neNode && node.neNode.extent.containsCartographic(position);\n const sw = node.swNode && node.swNode.extent.containsCartographic(position);\n const se = node.seNode && node.seNode.extent.containsCartographic(position);\n\n // The common scenario is that the point is in only one quadrant and we can simply\n // iterate down the tree. But if the point is on a boundary between tiles, it is\n // in multiple tiles and we need to check all of them, so use recursion.\n if ((nw ? 1 : 0) + (ne ? 1 : 0) + (sw ? 1 : 0) + (se ? 1 : 0) > 1) {\n if (nw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.nwNode, position));\n }\n if (ne) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.neNode, position));\n }\n if (sw) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.swNode, position));\n }\n if (se) {\n maxLevel = Math.max(maxLevel, this.findMaxLevelFromNode(node, node.seNode, position));\n }\n break;\n } else if (nw) {\n node = node.nwNode;\n } else if (ne) {\n node = node.neNode;\n } else if (sw) {\n node = node.swNode;\n } else if (se) {\n node = node.seNode;\n } else {\n found = true;\n }\n }\n\n // Work up the tree until we find a rectangle that contains this point.\n while (node !== stopNode) {\n const rectangles = expectDefined(node).rectangles;\n\n // Rectangles are sorted by level, lowest first.\n // We're looping from length - 1 to 0, so get will always return a defined value.\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n for (let i = rectangles.length - 1; i >= 0 && rectangles.get(i)!.level > maxLevel; --i) {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion\n const rectangle = rectangles.get(i)!;\n if (rectangle.containsCartographic(position))\n maxLevel = rectangle.level;\n }\n node = node?.parent;\n }\n return maxLevel;\n }\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@itwin/core-frontend",
3
- "version": "5.2.0-dev.10",
3
+ "version": "5.2.0-dev.12",
4
4
  "description": "iTwin.js frontend components",
5
5
  "main": "lib/cjs/core-frontend.js",
6
6
  "module": "lib/esm/core-frontend.js",
@@ -23,14 +23,14 @@
23
23
  "url": "http://www.bentley.com"
24
24
  },
25
25
  "peerDependencies": {
26
- "@itwin/appui-abstract": "5.2.0-dev.10",
27
- "@itwin/core-bentley": "5.2.0-dev.10",
28
- "@itwin/core-geometry": "5.2.0-dev.10",
29
- "@itwin/core-common": "5.2.0-dev.10",
30
- "@itwin/core-quantity": "5.2.0-dev.10",
31
- "@itwin/core-orbitgt": "5.2.0-dev.10",
32
- "@itwin/ecschema-metadata": "5.2.0-dev.10",
33
- "@itwin/ecschema-rpcinterface-common": "5.2.0-dev.10"
26
+ "@itwin/core-common": "5.2.0-dev.12",
27
+ "@itwin/appui-abstract": "5.2.0-dev.12",
28
+ "@itwin/core-bentley": "5.2.0-dev.12",
29
+ "@itwin/core-orbitgt": "5.2.0-dev.12",
30
+ "@itwin/ecschema-metadata": "5.2.0-dev.12",
31
+ "@itwin/core-quantity": "5.2.0-dev.12",
32
+ "@itwin/ecschema-rpcinterface-common": "5.2.0-dev.12",
33
+ "@itwin/core-geometry": "5.2.0-dev.12"
34
34
  },
35
35
  "//devDependencies": [
36
36
  "NOTE: All peerDependencies should also be listed as devDependencies since peerDependencies are not considered by npm install",
@@ -55,15 +55,15 @@
55
55
  "vite-multiple-assets": "^1.3.1",
56
56
  "vite-plugin-static-copy": "2.2.0",
57
57
  "webpack": "^5.97.1",
58
- "@itwin/build-tools": "5.2.0-dev.10",
59
- "@itwin/core-bentley": "5.2.0-dev.10",
60
- "@itwin/core-quantity": "5.2.0-dev.10",
61
- "@itwin/appui-abstract": "5.2.0-dev.10",
62
- "@itwin/core-common": "5.2.0-dev.10",
63
- "@itwin/core-orbitgt": "5.2.0-dev.10",
64
- "@itwin/core-geometry": "5.2.0-dev.10",
65
- "@itwin/ecschema-rpcinterface-common": "5.2.0-dev.10",
66
- "@itwin/ecschema-metadata": "5.2.0-dev.10"
58
+ "@itwin/appui-abstract": "5.2.0-dev.12",
59
+ "@itwin/core-bentley": "5.2.0-dev.12",
60
+ "@itwin/build-tools": "5.2.0-dev.12",
61
+ "@itwin/core-quantity": "5.2.0-dev.12",
62
+ "@itwin/core-geometry": "5.2.0-dev.12",
63
+ "@itwin/core-orbitgt": "5.2.0-dev.12",
64
+ "@itwin/ecschema-rpcinterface-common": "5.2.0-dev.12",
65
+ "@itwin/ecschema-metadata": "5.2.0-dev.12",
66
+ "@itwin/core-common": "5.2.0-dev.12"
67
67
  },
68
68
  "//dependencies": [
69
69
  "NOTE: these dependencies should be only for things that DO NOT APPEAR IN THE API",
@@ -76,8 +76,8 @@
76
76
  "@loaders.gl/draco": "^3.1.6",
77
77
  "fuse.js": "^3.3.0",
78
78
  "wms-capabilities": "0.4.0",
79
- "@itwin/core-i18n": "5.2.0-dev.10",
80
- "@itwin/webgl-compatibility": "5.2.0-dev.10"
79
+ "@itwin/core-i18n": "5.2.0-dev.12",
80
+ "@itwin/webgl-compatibility": "5.2.0-dev.12"
81
81
  },
82
82
  "scripts": {
83
83
  "build": "npm run -s copy:public && npm run -s build:cjs && npm run -s build:esm && npm run -s webpackWorkers && npm run -s copy:workers",