@itwin/core-frontend 5.2.0-dev.3 → 5.2.0-dev.31

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (701) hide show
  1. package/CHANGELOG.md +76 -1
  2. package/lib/cjs/BackgroundMapGeometry.js +13 -13
  3. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  4. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  5. package/lib/cjs/BriefcaseConnection.js +2 -2
  6. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  7. package/lib/cjs/CheckpointConnection.d.ts.map +1 -1
  8. package/lib/cjs/CheckpointConnection.js +3 -3
  9. package/lib/cjs/CheckpointConnection.js.map +1 -1
  10. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  11. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  12. package/lib/cjs/ElementLocateManager.js +7 -6
  13. package/lib/cjs/ElementLocateManager.js.map +1 -1
  14. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  15. package/lib/cjs/EmphasizeElements.js +3 -1
  16. package/lib/cjs/EmphasizeElements.js.map +1 -1
  17. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  18. package/lib/cjs/EnvironmentDecorations.js +4 -0
  19. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  20. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  21. package/lib/cjs/FrustumAnimator.js +3 -2
  22. package/lib/cjs/FrustumAnimator.js.map +1 -1
  23. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  24. package/lib/cjs/GlobeAnimator.js +7 -6
  25. package/lib/cjs/GlobeAnimator.js.map +1 -1
  26. package/lib/cjs/HitDetail.d.ts.map +1 -1
  27. package/lib/cjs/HitDetail.js +12 -7
  28. package/lib/cjs/HitDetail.js.map +1 -1
  29. package/lib/cjs/IModelApp.d.ts.map +1 -1
  30. package/lib/cjs/IModelApp.js +5 -1
  31. package/lib/cjs/IModelApp.js.map +1 -1
  32. package/lib/cjs/IModelConnection.d.ts +4 -0
  33. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  34. package/lib/cjs/IModelConnection.js +156 -14
  35. package/lib/cjs/IModelConnection.js.map +1 -1
  36. package/lib/cjs/IpcApp.d.ts.map +1 -1
  37. package/lib/cjs/IpcApp.js +1 -1
  38. package/lib/cjs/IpcApp.js.map +1 -1
  39. package/lib/cjs/LinePlaneIntersect.d.ts.map +1 -1
  40. package/lib/cjs/LinePlaneIntersect.js +2 -0
  41. package/lib/cjs/LinePlaneIntersect.js.map +1 -1
  42. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  43. package/lib/cjs/LocalhostIpcApp.js +2 -1
  44. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  45. package/lib/cjs/Marker.d.ts.map +1 -1
  46. package/lib/cjs/Marker.js +4 -3
  47. package/lib/cjs/Marker.js.map +1 -1
  48. package/lib/cjs/ModelState.d.ts.map +1 -1
  49. package/lib/cjs/ModelState.js +2 -2
  50. package/lib/cjs/ModelState.js.map +1 -1
  51. package/lib/cjs/NativeApp.d.ts.map +1 -1
  52. package/lib/cjs/NativeApp.js +5 -4
  53. package/lib/cjs/NativeApp.js.map +1 -1
  54. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  55. package/lib/cjs/NativeAppLogger.js +1 -0
  56. package/lib/cjs/NativeAppLogger.js.map +1 -1
  57. package/lib/cjs/PlanarClipMaskState.d.ts +3 -0
  58. package/lib/cjs/PlanarClipMaskState.d.ts.map +1 -1
  59. package/lib/cjs/PlanarClipMaskState.js +8 -4
  60. package/lib/cjs/PlanarClipMaskState.js.map +1 -1
  61. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  62. package/lib/cjs/RealityDataSource.js +5 -1
  63. package/lib/cjs/RealityDataSource.js.map +1 -1
  64. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  65. package/lib/cjs/SelectionSet.js +1 -0
  66. package/lib/cjs/SelectionSet.js.map +1 -1
  67. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  68. package/lib/cjs/SheetViewState.js +5 -5
  69. package/lib/cjs/SheetViewState.js.map +1 -1
  70. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  71. package/lib/cjs/SpatialViewState.js +1 -1
  72. package/lib/cjs/SpatialViewState.js.map +1 -1
  73. package/lib/cjs/Sprites.js +2 -2
  74. package/lib/cjs/Sprites.js.map +1 -1
  75. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  76. package/lib/cjs/TentativePoint.js +10 -9
  77. package/lib/cjs/TentativePoint.js.map +1 -1
  78. package/lib/cjs/ViewContext.d.ts +10 -1
  79. package/lib/cjs/ViewContext.d.ts.map +1 -1
  80. package/lib/cjs/ViewContext.js +12 -1
  81. package/lib/cjs/ViewContext.js.map +1 -1
  82. package/lib/cjs/ViewCreator2d.js +1 -1
  83. package/lib/cjs/ViewCreator2d.js.map +1 -1
  84. package/lib/cjs/ViewCreator3d.js +1 -1
  85. package/lib/cjs/ViewCreator3d.js.map +1 -1
  86. package/lib/cjs/ViewPose.d.ts.map +1 -1
  87. package/lib/cjs/ViewPose.js +4 -1
  88. package/lib/cjs/ViewPose.js.map +1 -1
  89. package/lib/cjs/ViewState.d.ts.map +1 -1
  90. package/lib/cjs/ViewState.js +17 -12
  91. package/lib/cjs/ViewState.js.map +1 -1
  92. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  93. package/lib/cjs/ViewingSpace.js +2 -0
  94. package/lib/cjs/ViewingSpace.js.map +1 -1
  95. package/lib/cjs/Viewport.d.ts.map +1 -1
  96. package/lib/cjs/Viewport.js +17 -10
  97. package/lib/cjs/Viewport.js.map +1 -1
  98. package/lib/cjs/common/ImageUtil.d.ts.map +1 -1
  99. package/lib/cjs/common/ImageUtil.js +2 -1
  100. package/lib/cjs/common/ImageUtil.js.map +1 -1
  101. package/lib/cjs/common/internal/render/GeometryAccumulator.d.ts.map +1 -1
  102. package/lib/cjs/common/internal/render/GeometryAccumulator.js +4 -3
  103. package/lib/cjs/common/internal/render/GeometryAccumulator.js.map +1 -1
  104. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.d.ts.map +1 -1
  105. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js +2 -0
  106. package/lib/cjs/common/internal/render/InstancedGraphicPropsBuilder.js.map +1 -1
  107. package/lib/cjs/common/internal/render/MeshBuilder.js +1 -1
  108. package/lib/cjs/common/internal/render/MeshBuilder.js.map +1 -1
  109. package/lib/cjs/common/internal/render/VertexTableBuilder.d.ts.map +1 -1
  110. package/lib/cjs/common/internal/render/VertexTableBuilder.js +16 -7
  111. package/lib/cjs/common/internal/render/VertexTableBuilder.js.map +1 -1
  112. package/lib/cjs/extension/ExtensionAdmin.js +2 -2
  113. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  114. package/lib/cjs/internal/GoogleMapsDecorator.js +7 -7
  115. package/lib/cjs/internal/GoogleMapsDecorator.js.map +1 -1
  116. package/lib/cjs/internal/ScriptUtils.js +1 -0
  117. package/lib/cjs/internal/ScriptUtils.js.map +1 -1
  118. package/lib/cjs/internal/cross-package.d.ts +1 -1
  119. package/lib/cjs/internal/cross-package.d.ts.map +1 -1
  120. package/lib/cjs/internal/cross-package.js +2 -1
  121. package/lib/cjs/internal/cross-package.js.map +1 -1
  122. package/lib/cjs/internal/render/UpsampleRealityMeshParams.d.ts.map +1 -1
  123. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js +2 -1
  124. package/lib/cjs/internal/render/UpsampleRealityMeshParams.js.map +1 -1
  125. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  126. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js +7 -2
  127. package/lib/cjs/internal/render/webgl/AtmosphereUniforms.js.map +1 -1
  128. package/lib/cjs/internal/render/webgl/AttributeBuffers.d.ts.map +1 -1
  129. package/lib/cjs/internal/render/webgl/AttributeBuffers.js +5 -3
  130. package/lib/cjs/internal/render/webgl/AttributeBuffers.js.map +1 -1
  131. package/lib/cjs/internal/render/webgl/AttributeMap.d.ts.map +1 -1
  132. package/lib/cjs/internal/render/webgl/AttributeMap.js +2 -0
  133. package/lib/cjs/internal/render/webgl/AttributeMap.js.map +1 -1
  134. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  135. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js +3 -3
  136. package/lib/cjs/internal/render/webgl/BackgroundMapDrape.js.map +1 -1
  137. package/lib/cjs/internal/render/webgl/BatchUniforms.d.ts +4 -1
  138. package/lib/cjs/internal/render/webgl/BatchUniforms.d.ts.map +1 -1
  139. package/lib/cjs/internal/render/webgl/BatchUniforms.js +16 -5
  140. package/lib/cjs/internal/render/webgl/BatchUniforms.js.map +1 -1
  141. package/lib/cjs/internal/render/webgl/BranchState.d.ts.map +1 -1
  142. package/lib/cjs/internal/render/webgl/BranchState.js +2 -1
  143. package/lib/cjs/internal/render/webgl/BranchState.js.map +1 -1
  144. package/lib/cjs/internal/render/webgl/BranchUniforms.js +2 -2
  145. package/lib/cjs/internal/render/webgl/BranchUniforms.js.map +1 -1
  146. package/lib/cjs/internal/render/webgl/CachedGeometry.d.ts.map +1 -1
  147. package/lib/cjs/internal/render/webgl/CachedGeometry.js +2 -2
  148. package/lib/cjs/internal/render/webgl/CachedGeometry.js.map +1 -1
  149. package/lib/cjs/internal/render/webgl/ClipStack.js +1 -1
  150. package/lib/cjs/internal/render/webgl/ClipStack.js.map +1 -1
  151. package/lib/cjs/internal/render/webgl/ColorInfo.js +1 -1
  152. package/lib/cjs/internal/render/webgl/ColorInfo.js.map +1 -1
  153. package/lib/cjs/internal/render/webgl/Contours.js +3 -3
  154. package/lib/cjs/internal/render/webgl/Contours.js.map +1 -1
  155. package/lib/cjs/internal/render/webgl/EDL.js +18 -18
  156. package/lib/cjs/internal/render/webgl/EDL.js.map +1 -1
  157. package/lib/cjs/internal/render/webgl/FeatureOverrides.d.ts +3 -3
  158. package/lib/cjs/internal/render/webgl/FeatureOverrides.d.ts.map +1 -1
  159. package/lib/cjs/internal/render/webgl/FeatureOverrides.js +14 -14
  160. package/lib/cjs/internal/render/webgl/FeatureOverrides.js.map +1 -1
  161. package/lib/cjs/internal/render/webgl/FrameBuffer.js +3 -3
  162. package/lib/cjs/internal/render/webgl/FrameBuffer.js.map +1 -1
  163. package/lib/cjs/internal/render/webgl/FrustumUniforms.d.ts.map +1 -1
  164. package/lib/cjs/internal/render/webgl/FrustumUniforms.js +2 -1
  165. package/lib/cjs/internal/render/webgl/FrustumUniforms.js.map +1 -1
  166. package/lib/cjs/internal/render/webgl/GLTimer.d.ts.map +1 -1
  167. package/lib/cjs/internal/render/webgl/GLTimer.js +2 -0
  168. package/lib/cjs/internal/render/webgl/GLTimer.js.map +1 -1
  169. package/lib/cjs/internal/render/webgl/Graphic.d.ts +3 -3
  170. package/lib/cjs/internal/render/webgl/Graphic.d.ts.map +1 -1
  171. package/lib/cjs/internal/render/webgl/Graphic.js +7 -7
  172. package/lib/cjs/internal/render/webgl/Graphic.js.map +1 -1
  173. package/lib/cjs/internal/render/webgl/MapLayerParams.js +2 -2
  174. package/lib/cjs/internal/render/webgl/MapLayerParams.js.map +1 -1
  175. package/lib/cjs/internal/render/webgl/MeshData.js +2 -2
  176. package/lib/cjs/internal/render/webgl/MeshData.js.map +1 -1
  177. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js +1 -1
  178. package/lib/cjs/internal/render/webgl/PerformanceMetrics.js.map +1 -1
  179. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts +1 -0
  180. package/lib/cjs/internal/render/webgl/PlanarClassifier.d.ts.map +1 -1
  181. package/lib/cjs/internal/render/webgl/PlanarClassifier.js +27 -11
  182. package/lib/cjs/internal/render/webgl/PlanarClassifier.js.map +1 -1
  183. package/lib/cjs/internal/render/webgl/PlanarGrid.js +1 -1
  184. package/lib/cjs/internal/render/webgl/PlanarGrid.js.map +1 -1
  185. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts +0 -3
  186. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  187. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js +6 -5
  188. package/lib/cjs/internal/render/webgl/PlanarTextureProjection.js.map +1 -1
  189. package/lib/cjs/internal/render/webgl/PointCloud.js +1 -1
  190. package/lib/cjs/internal/render/webgl/PointCloud.js.map +1 -1
  191. package/lib/cjs/internal/render/webgl/RealityMesh.js +1 -1
  192. package/lib/cjs/internal/render/webgl/RealityMesh.js.map +1 -1
  193. package/lib/cjs/internal/render/webgl/RenderBuffer.js +2 -2
  194. package/lib/cjs/internal/render/webgl/RenderBuffer.js.map +1 -1
  195. package/lib/cjs/internal/render/webgl/RenderCommands.d.ts +2 -1
  196. package/lib/cjs/internal/render/webgl/RenderCommands.d.ts.map +1 -1
  197. package/lib/cjs/internal/render/webgl/RenderCommands.js +3 -1
  198. package/lib/cjs/internal/render/webgl/RenderCommands.js.map +1 -1
  199. package/lib/cjs/internal/render/webgl/SceneCompositor.d.ts.map +1 -1
  200. package/lib/cjs/internal/render/webgl/SceneCompositor.js +118 -85
  201. package/lib/cjs/internal/render/webgl/SceneCompositor.js.map +1 -1
  202. package/lib/cjs/internal/render/webgl/ScratchDrawParams.d.ts.map +1 -1
  203. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js +11 -10
  204. package/lib/cjs/internal/render/webgl/ScratchDrawParams.js.map +1 -1
  205. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js +3 -3
  206. package/lib/cjs/internal/render/webgl/ScreenSpaceEffect.js.map +1 -1
  207. package/lib/cjs/internal/render/webgl/ShaderProgram.js +3 -3
  208. package/lib/cjs/internal/render/webgl/ShaderProgram.js.map +1 -1
  209. package/lib/cjs/internal/render/webgl/ShadowUniforms.d.ts.map +1 -1
  210. package/lib/cjs/internal/render/webgl/ShadowUniforms.js +2 -1
  211. package/lib/cjs/internal/render/webgl/ShadowUniforms.js.map +1 -1
  212. package/lib/cjs/internal/render/webgl/SolarShadowMap.d.ts.map +1 -1
  213. package/lib/cjs/internal/render/webgl/SolarShadowMap.js +6 -4
  214. package/lib/cjs/internal/render/webgl/SolarShadowMap.js.map +1 -1
  215. package/lib/cjs/internal/render/webgl/System.d.ts.map +1 -1
  216. package/lib/cjs/internal/render/webgl/System.js +1 -1
  217. package/lib/cjs/internal/render/webgl/System.js.map +1 -1
  218. package/lib/cjs/internal/render/webgl/Target.d.ts.map +1 -1
  219. package/lib/cjs/internal/render/webgl/Target.js +12 -9
  220. package/lib/cjs/internal/render/webgl/Target.js.map +1 -1
  221. package/lib/cjs/internal/render/webgl/Texture.d.ts.map +1 -1
  222. package/lib/cjs/internal/render/webgl/Texture.js +10 -8
  223. package/lib/cjs/internal/render/webgl/Texture.js.map +1 -1
  224. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js +1 -1
  225. package/lib/cjs/internal/render/webgl/VisibleTileFeatures.js.map +1 -1
  226. package/lib/cjs/internal/render/webgl/glsl/Animation.d.ts.map +1 -1
  227. package/lib/cjs/internal/render/webgl/glsl/Animation.js +4 -2
  228. package/lib/cjs/internal/render/webgl/glsl/Animation.js.map +1 -1
  229. package/lib/cjs/internal/render/webgl/glsl/Color.d.ts.map +1 -1
  230. package/lib/cjs/internal/render/webgl/glsl/Color.js +2 -1
  231. package/lib/cjs/internal/render/webgl/glsl/Color.js.map +1 -1
  232. package/lib/cjs/internal/render/webgl/glsl/Composite.js +1 -1
  233. package/lib/cjs/internal/render/webgl/glsl/Composite.js.map +1 -1
  234. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  235. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js +3 -2
  236. package/lib/cjs/internal/render/webgl/glsl/CopyStencil.js.map +1 -1
  237. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js +3 -3
  238. package/lib/cjs/internal/render/webgl/glsl/PlanarClassification.js.map +1 -1
  239. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.d.ts.map +1 -1
  240. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js +4 -3
  241. package/lib/cjs/internal/render/webgl/glsl/PlanarGrid.js.map +1 -1
  242. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js +8 -8
  243. package/lib/cjs/internal/render/webgl/glsl/RealityMesh.js.map +1 -1
  244. package/lib/cjs/internal/render/webgl/glsl/Surface.js +10 -10
  245. package/lib/cjs/internal/render/webgl/glsl/Surface.js.map +1 -1
  246. package/lib/cjs/internal/render/webgl/glsl/Vertex.js +2 -2
  247. package/lib/cjs/internal/render/webgl/glsl/Vertex.js.map +1 -1
  248. package/lib/cjs/internal/tile/B3dmReader.d.ts.map +1 -1
  249. package/lib/cjs/internal/tile/B3dmReader.js +1 -1
  250. package/lib/cjs/internal/tile/B3dmReader.js.map +1 -1
  251. package/lib/cjs/internal/tile/DynamicIModelTile.js +1 -0
  252. package/lib/cjs/internal/tile/DynamicIModelTile.js.map +1 -1
  253. package/lib/cjs/internal/tile/FetchCloudStorage.js +1 -1
  254. package/lib/cjs/internal/tile/FetchCloudStorage.js.map +1 -1
  255. package/lib/cjs/internal/tile/LRUTileList.d.ts.map +1 -1
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  258. package/lib/cjs/internal/tile/LayerTileTreeReferenceHandler.d.ts.map +1 -1
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  261. package/lib/cjs/internal/tile/OPCFormatInterpreter.js +4 -4
  262. package/lib/cjs/internal/tile/OPCFormatInterpreter.js.map +1 -1
  263. package/lib/cjs/internal/tile/OrbitGtTileTree.d.ts.map +1 -1
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  266. package/lib/cjs/internal/tile/PrimaryTileTree.d.ts +2 -0
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  270. package/lib/cjs/internal/tile/RealityModelTileTree.d.ts.map +1 -1
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  272. package/lib/cjs/internal/tile/RealityModelTileTree.js.map +1 -1
  273. package/lib/cjs/internal/tile/RealityTileLoader.d.ts.map +1 -1
  274. package/lib/cjs/internal/tile/RealityTileLoader.js +3 -0
  275. package/lib/cjs/internal/tile/RealityTileLoader.js.map +1 -1
  276. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js +3 -3
  277. package/lib/cjs/internal/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  278. package/lib/cjs/internal/tile/TileUserSet.d.ts.map +1 -1
  279. package/lib/cjs/internal/tile/TileUserSet.js +4 -0
  280. package/lib/cjs/internal/tile/TileUserSet.js.map +1 -1
  281. package/lib/cjs/internal/tile/map/ArcGISTileMap.js +1 -1
  282. package/lib/cjs/internal/tile/map/ArcGISTileMap.js.map +1 -1
  283. package/lib/cjs/internal/tile/map/ArcGisUtilities.d.ts.map +1 -1
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  285. package/lib/cjs/internal/tile/map/ArcGisUtilities.js.map +1 -1
  286. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  287. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +3 -1
  288. package/lib/cjs/internal/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  289. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js +2 -2
  290. package/lib/cjs/internal/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
  291. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +1 -1
  292. package/lib/cjs/internal/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Frustum, FrustumPlanes, Npc, RenderMode } from \"@itwin/core-common\";\r\nimport {\r\n ClipUtilities, ConvexClipPlaneSet, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range1d, Range2d, Range3d,\r\n Ray3d, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { ApproximateTerrainHeights } from \"../../../ApproximateTerrainHeights\";\r\nimport { Tile, TileTreeReference } from \"../../../tile/internal\";\r\nimport { SceneContext } from \"../../../ViewContext\";\r\nimport { ViewState3d } from \"../../../ViewState\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { Target } from \"./Target\";\r\n\r\nconst scratchRange = Range3d.createNull();\r\nconst scratchMap4d = Map4d.createIdentity();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\nexport class PlanarTextureProjection {\r\n private static _postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 2 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n private static isTileRangeInBounds(tileRange: Range3d, drapeRange: Range3d): boolean {\r\n // return false if tile is outside of drapeRange, ignoring height (x) for this\r\n if (tileRange.low.y > drapeRange.high.y || tileRange.high.y < drapeRange.low.y)\r\n return false;\r\n if (tileRange.low.z > drapeRange.high.z || tileRange.high.z < drapeRange.low.z)\r\n return false;\r\n return true;\r\n }\r\n\r\n public static computePlanarTextureProjection(\r\n texturePlane: Plane3dByOriginAndUnitNormal,\r\n sceneContext: SceneContext,\r\n target: { tiles: Tile[], location: Transform },\r\n drapeRefs: TileTreeReference[],\r\n viewState: ViewState3d,\r\n textureWidth: number,\r\n textureHeight: number,\r\n maskRange: Range3d,\r\n _heightRange?: Range1d): { textureFrustum?: Frustum, worldToViewMap?: Map4d, projectionMatrix?: Matrix4d, debugFrustum?: Frustum } {\r\n const textureZ = texturePlane.getNormalRef();\r\n const viewingSpace = sceneContext.viewingSpace;\r\n const viewX = viewingSpace.rotation.rowX();\r\n const viewZ = viewingSpace.rotation.rowZ();\r\n const minCrossMagnitude = 1.0E-4;\r\n\r\n if (viewZ === undefined)\r\n return {}; // View without depth?....\r\n\r\n let textureX = viewZ.crossProduct(textureZ);\r\n let textureY;\r\n if (textureX.magnitude() < minCrossMagnitude) {\r\n textureY = viewX.crossProduct(textureZ);\r\n textureX = textureY.crossProduct(textureZ).normalize()!;\r\n } else {\r\n textureX.normalizeInPlace();\r\n textureY = textureZ.crossProduct(textureX).normalize()!;\r\n }\r\n\r\n const frustumX = textureZ, frustumY = textureX, frustumZ = textureY;\r\n const textureMatrix = Matrix3d.createRows(frustumX, frustumY, frustumZ);\r\n const textureTransform = Transform.createRefs(Point3d.createZero(), textureMatrix);\r\n const viewFrustum = viewingSpace.getFrustum().transformBy(textureTransform);\r\n const viewPlanes = FrustumPlanes.fromFrustum(viewFrustum);\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(viewPlanes.planes);\r\n\r\n const contentUnBoundedRange = Range1d.createNull();\r\n\r\n // calculate drapeRange from drapeRefs (mask references or drape reference).\r\n const drapeRange = Range3d.createNull();\r\n for (const drapeRef of drapeRefs) {\r\n const drapeTree = drapeRef.treeOwner.tileTree;\r\n if (!drapeTree)\r\n return {};\r\n if (drapeTree.isContentUnbounded) {\r\n let heightRange = viewingSpace.getTerrainHeightRange();\r\n if (!heightRange)\r\n heightRange = ApproximateTerrainHeights.instance.globalHeightRange;\r\n contentUnBoundedRange.low = Math.min(contentUnBoundedRange.low, heightRange.low);\r\n contentUnBoundedRange.high = Math.max(contentUnBoundedRange.high, heightRange.high);\r\n } else if (maskRange.isNull) {\r\n const r = Range3d.createNull();\r\n drapeRef.unionFitRange(r);\r\n const contentRange = textureTransform.multiplyRange(r);\r\n if (!contentRange.isNull)\r\n drapeRange.extendRange(contentRange);\r\n } else {\r\n const contentRange = textureTransform.multiplyRange(maskRange);\r\n drapeRange.extendRange(contentRange);\r\n }\r\n }\r\n\r\n // get range of only the tiles to be masked or draped onto.\r\n let textureRange = Range3d.createNull();\r\n const tileToTexture = textureTransform.multiplyTransformTransform(target.location);\r\n for (const tile of target.tiles) {\r\n tileToTexture.multiplyRange(tile.range, scratchRange);\r\n // Skip tile if it is outside of drapeRange because we don't want the extra heights from distant tiles included.\r\n if (drapeRange.isNull || PlanarTextureProjection.isTileRangeInBounds(scratchRange, drapeRange))\r\n textureRange.extendRange(scratchRange);\r\n }\r\n\r\n if (textureRange.isNull)\r\n return {};\r\n\r\n textureRange = ClipUtilities.rangeOfClipperIntersectionWithRange(viewClipPlanes, textureRange);\r\n\r\n if (!contentUnBoundedRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, contentUnBoundedRange.low);\r\n textureRange.high.x = Math.max(textureRange.high.x, contentUnBoundedRange.high);\r\n }\r\n\r\n if (!drapeRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, drapeRange.low.x);\r\n textureRange.high.x = Math.max(textureRange.high.x, drapeRange.high.x);\r\n\r\n // Intersection of texture extents.\r\n textureRange.low.y = Math.max(textureRange.low.y, drapeRange.low.y);\r\n textureRange.high.y = Math.min(textureRange.high.y, drapeRange.high.y);\r\n textureRange.low.z = Math.max(textureRange.low.z, drapeRange.low.z);\r\n textureRange.high.z = Math.min(textureRange.high.z, drapeRange.high.z);\r\n }\r\n\r\n const epsilon = .01;\r\n textureRange.low.x -= epsilon;\r\n textureRange.high.x += epsilon;\r\n\r\n const textureFrustum = Frustum.fromRange(textureRange);\r\n let debugFrustum;\r\n if (true) // debugFrustum as textureRange.\r\n debugFrustum = textureFrustum.clone();\r\n else // debugFrustum as drapeRange.\r\n debugFrustum = Frustum.fromRange(drapeRange);\r\n\r\n textureTransform.multiplyInversePoint3dArray(debugFrustum.points, debugFrustum.points);\r\n\r\n const viewZVecZ = viewState.getRotation().rowZ().z;\r\n\r\n // This code attempts to use a projection frustum that aligns to the camera frustum in order to get higher mask resolution closer to the eye.\r\n // Limit its use to views that have an eyepoint above the bottom of the frustum and are looking down at a view angle > 5 degrees, otherwise it causes issues.\r\n // viewZVecZ is negative when looking up, positive when looking down.\r\n if (viewState.isCameraOn && viewState.getEyePoint().z > textureRange.low.x && viewZVecZ > 0.09) {\r\n // NB moved the eyePlane from the center to the bottom of the textureRange to solve problems when the eye was below the eyePlane.\r\n const eyePlane = Plane3dByOriginAndUnitNormal.create(Point3d.createScale(textureZ, textureRange.low.x), textureZ); // at bottom of range - parallel to texture.\r\n const projectionRay = Ray3d.create(viewState.getEyePoint(), viewZ.crossProduct(textureX).normalize()!);\r\n let projectionDistance = projectionRay.intersectionWithPlane(eyePlane!);\r\n const minNearToFarRatio = .01; // Smaller value allows texture projection to conform tightly to view frustum.\r\n if (undefined !== projectionDistance) {\r\n projectionDistance = Math.max(.1, projectionDistance);\r\n const eyePoint = textureTransform.multiplyPoint3d(projectionRay.fractionToPoint(projectionDistance));\r\n let near = eyePoint.z - textureRange.high.z;\r\n let far = eyePoint.z - textureRange.low.z;\r\n\r\n if (near / far < minNearToFarRatio) {\r\n // If the near-far ratio is less than minimum move the camera back.\r\n far = (textureRange.high.z - textureRange.low.z) / (1.0 - minNearToFarRatio);\r\n near = far * minNearToFarRatio;\r\n eyePoint.z = near + textureRange.high.z;\r\n }\r\n const farRange = Range2d.createNull();\r\n const nearRange = Range2d.createNull();\r\n // Create a frustum that includes the entire view frustum and all Z values.\r\n nearRange.low.x = textureRange.low.x;\r\n nearRange.high.x = textureRange.high.x;\r\n farRange.low.x = eyePoint.x + far / near * (textureRange.low.x - eyePoint.x);\r\n farRange.high.x = eyePoint.x + far / near * (textureRange.high.x - eyePoint.x);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, textureRange, (points: GrowableXYZArray) => {\r\n points.getPoint3dArray().forEach((rangePoint) => {\r\n const farScale = far / (eyePoint.z - rangePoint.z);\r\n const nearScale = near / (eyePoint.z - rangePoint.z);\r\n const nearY = eyePoint.y + nearScale * (rangePoint.y - eyePoint.y);\r\n const farY = eyePoint.y + farScale * (rangePoint.y - eyePoint.y);\r\n nearRange.low.y = Math.min(nearRange.low.y, nearY);\r\n nearRange.high.y = Math.max(nearRange.high.y, nearY);\r\n farRange.low.y = Math.min(farRange.low.y, farY);\r\n farRange.high.y = Math.max(farRange.high.y, farY);\r\n });\r\n });\r\n // Set NPC from results.\r\n textureFrustum.points[Npc._000].set(farRange.low.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._100].set(farRange.high.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._010].set(farRange.low.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._110].set(farRange.high.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._001].set(nearRange.low.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._101].set(nearRange.high.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._011].set(nearRange.low.x, nearRange.high.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._111].set(nearRange.high.x, nearRange.high.y, eyePoint.z - near);\r\n }\r\n }\r\n textureMatrix.transposeInPlace();\r\n textureMatrix.multiplyVectorArrayInPlace(textureFrustum.points);\r\n const frustumMap = textureFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n return {};\r\n }\r\n const worldToNpc = PlanarTextureProjection._postProjectionMatrixNpc.multiplyMatrixMatrix(frustumMap.transform0);\r\n const npcToView = Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(textureWidth, textureHeight, 1), scratchMap4d)!;\r\n const npcToWorld = worldToNpc.createInverse(scratchMatrix4d);\r\n if (undefined === npcToWorld) {\r\n return {};\r\n }\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n const worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n\r\n return { textureFrustum, worldToViewMap, projectionMatrix: worldToNpc, debugFrustum };\r\n }\r\n\r\n public static getTextureDrawingParams(target: Target) {\r\n const state = new RenderState();\r\n state.flags.depthMask = false;\r\n state.flags.blend = false;\r\n state.flags.depthTest = false;\r\n\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n return { state, viewFlags };\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { expectDefined } from \"@itwin/core-bentley\";\r\nimport { Frustum, FrustumPlanes, Npc, RenderMode } from \"@itwin/core-common\";\r\nimport {\r\n ClipUtilities, ConvexClipPlaneSet, GrowableXYZArray, Map4d, Matrix3d, Matrix4d, Plane3dByOriginAndUnitNormal, Point3d, Range1d, Range2d, Range3d,\r\n Ray3d, Transform,\r\n} from \"@itwin/core-geometry\";\r\nimport { ApproximateTerrainHeights } from \"../../../ApproximateTerrainHeights\";\r\nimport { Tile, TileTreeReference } from \"../../../tile/internal\";\r\nimport { SceneContext } from \"../../../ViewContext\";\r\nimport { ViewState3d } from \"../../../ViewState\";\r\nimport { RenderState } from \"./RenderState\";\r\nimport { Target } from \"./Target\";\r\n\r\nconst scratchRange = Range3d.createNull();\r\nconst scratchMap4d = Map4d.createIdentity();\r\nconst scratchMatrix4d = Matrix4d.createIdentity();\r\nexport class PlanarTextureProjection {\r\n private static _postProjectionMatrixNpc = Matrix4d.createRowValues(/* Row 1 */ 0, 1, 0, 0, /* Row 2 */ 0, 0, 1, 0, /* Row 3 */ 1, 0, 0, 0, /* Row 4 */ 0, 0, 0, 1);\r\n\r\n private static isTileRangeInBounds(tileRange: Range3d, drapeRange: Range3d): boolean {\r\n // return false if tile is outside of drapeRange, ignoring height (x) for this\r\n if (tileRange.low.y > drapeRange.high.y || tileRange.high.y < drapeRange.low.y)\r\n return false;\r\n if (tileRange.low.z > drapeRange.high.z || tileRange.high.z < drapeRange.low.z)\r\n return false;\r\n return true;\r\n }\r\n\r\n public static computePlanarTextureProjection(\r\n texturePlane: Plane3dByOriginAndUnitNormal,\r\n sceneContext: SceneContext,\r\n target: { tiles: Tile[], location: Transform },\r\n drapeRefs: TileTreeReference[],\r\n viewState: ViewState3d,\r\n textureWidth: number,\r\n textureHeight: number,\r\n maskRange: Range3d,\r\n _heightRange?: Range1d): { textureFrustum?: Frustum, worldToViewMap?: Map4d, projectionMatrix?: Matrix4d, debugFrustum?: Frustum } {\r\n const textureZ = texturePlane.getNormalRef();\r\n const viewingSpace = sceneContext.viewingSpace;\r\n const viewX = viewingSpace.rotation.rowX();\r\n const viewZ = viewingSpace.rotation.rowZ();\r\n const minCrossMagnitude = 1.0E-4;\r\n\r\n if (viewZ === undefined)\r\n return {}; // View without depth?....\r\n\r\n let textureX = viewZ.crossProduct(textureZ);\r\n let textureY;\r\n if (textureX.magnitude() < minCrossMagnitude) {\r\n textureY = viewX.crossProduct(textureZ);\r\n textureX = expectDefined(textureY.crossProduct(textureZ).normalize());\r\n } else {\r\n textureX.normalizeInPlace();\r\n textureY = expectDefined(textureZ.crossProduct(textureX).normalize());\r\n }\r\n\r\n const frustumX = textureZ, frustumY = textureX, frustumZ = textureY;\r\n const textureMatrix = Matrix3d.createRows(frustumX, frustumY, frustumZ);\r\n const textureTransform = Transform.createRefs(Point3d.createZero(), textureMatrix);\r\n const viewFrustum = viewingSpace.getFrustum().transformBy(textureTransform);\r\n const viewPlanes = FrustumPlanes.fromFrustum(viewFrustum);\r\n const viewClipPlanes = ConvexClipPlaneSet.createPlanes(viewPlanes.planes);\r\n\r\n const contentUnBoundedRange = Range1d.createNull();\r\n\r\n // calculate drapeRange from drapeRefs (mask references or drape reference).\r\n const drapeRange = Range3d.createNull();\r\n for (const drapeRef of drapeRefs) {\r\n const drapeTree = drapeRef.treeOwner.tileTree;\r\n if (!drapeTree)\r\n return {};\r\n if (drapeTree.isContentUnbounded) {\r\n let heightRange = viewingSpace.getTerrainHeightRange();\r\n if (!heightRange)\r\n heightRange = ApproximateTerrainHeights.instance.globalHeightRange;\r\n contentUnBoundedRange.low = Math.min(contentUnBoundedRange.low, heightRange.low);\r\n contentUnBoundedRange.high = Math.max(contentUnBoundedRange.high, heightRange.high);\r\n } else if (maskRange.isNull) {\r\n const r = Range3d.createNull();\r\n drapeRef.unionFitRange(r);\r\n const contentRange = textureTransform.multiplyRange(r);\r\n if (!contentRange.isNull)\r\n drapeRange.extendRange(contentRange);\r\n } else {\r\n const contentRange = textureTransform.multiplyRange(maskRange);\r\n drapeRange.extendRange(contentRange);\r\n }\r\n }\r\n\r\n // get range of only the tiles to be masked or draped onto.\r\n let textureRange = Range3d.createNull();\r\n const tileToTexture = textureTransform.multiplyTransformTransform(target.location);\r\n for (const tile of target.tiles) {\r\n tileToTexture.multiplyRange(tile.range, scratchRange);\r\n // Skip tile if it is outside of drapeRange because we don't want the extra heights from distant tiles included.\r\n if (drapeRange.isNull || PlanarTextureProjection.isTileRangeInBounds(scratchRange, drapeRange))\r\n textureRange.extendRange(scratchRange);\r\n }\r\n\r\n if (textureRange.isNull)\r\n return {};\r\n\r\n textureRange = ClipUtilities.rangeOfClipperIntersectionWithRange(viewClipPlanes, textureRange);\r\n\r\n if (!contentUnBoundedRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, contentUnBoundedRange.low);\r\n textureRange.high.x = Math.max(textureRange.high.x, contentUnBoundedRange.high);\r\n }\r\n\r\n if (!drapeRange.isNull) {\r\n // Union of height\r\n textureRange.low.x = Math.min(textureRange.low.x, drapeRange.low.x);\r\n textureRange.high.x = Math.max(textureRange.high.x, drapeRange.high.x);\r\n\r\n // Intersection of texture extents.\r\n textureRange.low.y = Math.max(textureRange.low.y, drapeRange.low.y);\r\n textureRange.high.y = Math.min(textureRange.high.y, drapeRange.high.y);\r\n textureRange.low.z = Math.max(textureRange.low.z, drapeRange.low.z);\r\n textureRange.high.z = Math.min(textureRange.high.z, drapeRange.high.z);\r\n }\r\n\r\n const epsilon = .01;\r\n textureRange.low.x -= epsilon;\r\n textureRange.high.x += epsilon;\r\n\r\n const textureFrustum = Frustum.fromRange(textureRange);\r\n let debugFrustum;\r\n if (true) // debugFrustum as textureRange.\r\n debugFrustum = textureFrustum.clone();\r\n else // debugFrustum as drapeRange.\r\n debugFrustum = Frustum.fromRange(drapeRange);\r\n\r\n textureTransform.multiplyInversePoint3dArray(debugFrustum.points, debugFrustum.points);\r\n\r\n const viewZVecZ = viewState.getRotation().rowZ().z;\r\n\r\n // This code attempts to use a projection frustum that aligns to the camera frustum in order to get higher mask resolution closer to the eye.\r\n // Limit its use to views that have an eyepoint above the bottom of the frustum and are looking down at a view angle > 5 degrees, otherwise it causes issues.\r\n // viewZVecZ is negative when looking up, positive when looking down.\r\n if (viewState.isCameraOn && viewState.getEyePoint().z > textureRange.low.x && viewZVecZ > 0.09) {\r\n // NB moved the eyePlane from the center to the bottom of the textureRange to solve problems when the eye was below the eyePlane.\r\n const eyePlane = Plane3dByOriginAndUnitNormal.create(Point3d.createScale(textureZ, textureRange.low.x), textureZ); // at bottom of range - parallel to texture.\r\n const projectionRay = Ray3d.create(viewState.getEyePoint(), expectDefined(viewZ.crossProduct(textureX).normalize()));\r\n let projectionDistance = projectionRay.intersectionWithPlane(expectDefined(eyePlane));\r\n const minNearToFarRatio = .01; // Smaller value allows texture projection to conform tightly to view frustum.\r\n if (undefined !== projectionDistance) {\r\n projectionDistance = Math.max(.1, projectionDistance);\r\n const eyePoint = textureTransform.multiplyPoint3d(projectionRay.fractionToPoint(projectionDistance));\r\n let near = eyePoint.z - textureRange.high.z;\r\n let far = eyePoint.z - textureRange.low.z;\r\n\r\n if (near / far < minNearToFarRatio) {\r\n // If the near-far ratio is less than minimum move the camera back.\r\n far = (textureRange.high.z - textureRange.low.z) / (1.0 - minNearToFarRatio);\r\n near = far * minNearToFarRatio;\r\n eyePoint.z = near + textureRange.high.z;\r\n }\r\n const farRange = Range2d.createNull();\r\n const nearRange = Range2d.createNull();\r\n // Create a frustum that includes the entire view frustum and all Z values.\r\n nearRange.low.x = textureRange.low.x;\r\n nearRange.high.x = textureRange.high.x;\r\n farRange.low.x = eyePoint.x + far / near * (textureRange.low.x - eyePoint.x);\r\n farRange.high.x = eyePoint.x + far / near * (textureRange.high.x - eyePoint.x);\r\n ClipUtilities.announceLoopsOfConvexClipPlaneSetIntersectRange(viewClipPlanes, textureRange, (points: GrowableXYZArray) => {\r\n points.getPoint3dArray().forEach((rangePoint) => {\r\n const farScale = far / (eyePoint.z - rangePoint.z);\r\n const nearScale = near / (eyePoint.z - rangePoint.z);\r\n const nearY = eyePoint.y + nearScale * (rangePoint.y - eyePoint.y);\r\n const farY = eyePoint.y + farScale * (rangePoint.y - eyePoint.y);\r\n nearRange.low.y = Math.min(nearRange.low.y, nearY);\r\n nearRange.high.y = Math.max(nearRange.high.y, nearY);\r\n farRange.low.y = Math.min(farRange.low.y, farY);\r\n farRange.high.y = Math.max(farRange.high.y, farY);\r\n });\r\n });\r\n // Set NPC from results.\r\n textureFrustum.points[Npc._000].set(farRange.low.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._100].set(farRange.high.x, farRange.low.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._010].set(farRange.low.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._110].set(farRange.high.x, farRange.high.y, eyePoint.z - far);\r\n textureFrustum.points[Npc._001].set(nearRange.low.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._101].set(nearRange.high.x, nearRange.low.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._011].set(nearRange.low.x, nearRange.high.y, eyePoint.z - near);\r\n textureFrustum.points[Npc._111].set(nearRange.high.x, nearRange.high.y, eyePoint.z - near);\r\n }\r\n }\r\n textureMatrix.transposeInPlace();\r\n textureMatrix.multiplyVectorArrayInPlace(textureFrustum.points);\r\n const frustumMap = textureFrustum.toMap4d();\r\n if (undefined === frustumMap) {\r\n return {};\r\n }\r\n const worldToNpc = PlanarTextureProjection._postProjectionMatrixNpc.multiplyMatrixMatrix(frustumMap.transform0);\r\n const npcToView = expectDefined(Map4d.createBoxMap(Point3d.create(0, 0, 0), Point3d.create(1, 1, 1), Point3d.create(0, 0, 0), Point3d.create(textureWidth, textureHeight, 1), scratchMap4d));\r\n const npcToWorld = worldToNpc.createInverse(scratchMatrix4d);\r\n if (undefined === npcToWorld) {\r\n return {};\r\n }\r\n const worldToNpcMap = Map4d.createRefs(worldToNpc, npcToWorld);\r\n const worldToViewMap = npcToView.multiplyMapMap(worldToNpcMap);\r\n\r\n return { textureFrustum, worldToViewMap, projectionMatrix: worldToNpc, debugFrustum };\r\n }\r\n\r\n public static getTextureDrawingParams(target: Target) {\r\n const state = new RenderState();\r\n state.flags.depthMask = false;\r\n state.flags.blend = false;\r\n state.flags.depthTest = false;\r\n\r\n const viewFlags = target.currentViewFlags.copy({\r\n renderMode: RenderMode.SmoothShade,\r\n wiremesh: false,\r\n transparency: false,\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n });\r\n\r\n return { state, viewFlags };\r\n }\r\n}\r\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert, dispose } from "@itwin/core-bentley";
8
+ import { assert, dispose, expectDefined } from "@itwin/core-bentley";
9
9
  import { FeatureIndexType } from "@itwin/core-common";
10
10
  import { AttributeMap } from "./AttributeMap";
11
11
  import { CachedGeometry } from "./CachedGeometry";
@@ -50,7 +50,7 @@ export class PointCloudGeometry extends CachedGeometry {
50
50
  this._colorHandle = BufferHandle.createArrayBuffer(pointCloud.colors);
51
51
  const attrColor = AttributeMap.findAttribute("a_color", 2 /* TechniqueId.PointCloud */, false);
52
52
  assert(undefined !== attrColor);
53
- this.buffers.addBuffer(this._colorHandle, [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);
53
+ this.buffers.addBuffer(expectDefined(this._colorHandle), [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);
54
54
  }
55
55
  }
56
56
  collectStatistics(stats) {
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FeatureIndexType } from \"@itwin/core-common\";\r\nimport { PointCloudArgs } from \"../../../common/internal/render/PointCloudPrimitive\";\r\nimport { RenderMemory } from \"../../../render/RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { Pass, RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\r\n\r\n/** @internal */\r\nexport class PointCloudGeometry extends CachedGeometry implements RenderGeometry {\r\n public readonly renderGeometryType: \"point-cloud\" = \"point-cloud\" as const;\r\n public readonly isInstanceable = false;\r\n public noDispose = false;\r\n public readonly buffers: BuffersContainer;\r\n private readonly _vertices: QBufferHandle3d;\r\n private readonly _vertexCount: number;\r\n private readonly _colorHandle: BufferHandle | undefined = undefined;\r\n private readonly _hasFeatures: boolean;\r\n\r\n public readonly voxelSize: number;\r\n public readonly colorIsBgr: boolean;\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._vertices.isDisposed; }\r\n public override get asPointCloud(): PointCloudGeometry | undefined { return this; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n public [Symbol.dispose]() {\r\n if (!this.noDispose) {\r\n dispose(this.buffers);\r\n dispose(this._vertices);\r\n }\r\n }\r\n\r\n constructor(pointCloud: PointCloudArgs) {\r\n super();\r\n this.buffers = BuffersContainer.create();\r\n this._vertices = QBufferHandle3d.create(pointCloud.qparams, pointCloud.positions) as QBufferHandle3d;\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrPos);\r\n const vertexDataType = (pointCloud.positions instanceof Float32Array) ? GL.DataType.Float : ((pointCloud.positions instanceof Uint8Array) ? GL.DataType.UnsignedByte : GL.DataType.UnsignedShort);\r\n this.buffers.addBuffer(this._vertices, [BufferParameters.create(attrPos.location, 3, vertexDataType, false, 0, 0, false)]);\r\n this._vertexCount = pointCloud.positions.length / 3;\r\n this._hasFeatures = FeatureIndexType.Empty !== pointCloud.features.type;\r\n this.voxelSize = pointCloud.voxelSize;\r\n this.colorIsBgr = \"bgr\" === pointCloud.colorFormat;\r\n\r\n if (undefined !== pointCloud.colors) {\r\n this._colorHandle = BufferHandle.createArrayBuffer(pointCloud.colors);\r\n const attrColor = AttributeMap.findAttribute(\"a_color\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrColor);\r\n this.buffers.addBuffer(this._colorHandle!, [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bytesUsed = this._vertices.bytesUsed + (undefined !== this._colorHandle ? this._colorHandle.bytesUsed : 0);\r\n stats.addPointCloud(bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointCloud; }\r\n public override getPass(target: Target): Pass {\r\n // Point clouds don't cast shadows.\r\n return target.isDrawingShadowMap ? \"none\" : \"point-clouds\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.Linear; }\r\n public get qOrigin(): Float32Array { return this._vertices.origin; }\r\n public get qScale(): Float32Array { return this._vertices.scale; }\r\n public get colors(): BufferHandle | undefined { return this._colorHandle; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public override get hasBakedLighting() { return true; }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._vertexCount);\r\n this.buffers.unbind();\r\n }\r\n\r\n // ###TODO delete this.\r\n public override getLineWeight(_params: ShaderProgramParams): number {\r\n // If line weight < 0 it is real size in meters (voxel size).\r\n return (this.voxelSize > 0) ? - this.voxelSize : 1;\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, expectDefined } from \"@itwin/core-bentley\";\r\nimport { FeatureIndexType } from \"@itwin/core-common\";\r\nimport { PointCloudArgs } from \"../../../common/internal/render/PointCloudPrimitive\";\r\nimport { RenderMemory } from \"../../../render/RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { CachedGeometry } from \"./CachedGeometry\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { Pass, RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\r\n\r\n/** @internal */\r\nexport class PointCloudGeometry extends CachedGeometry implements RenderGeometry {\r\n public readonly renderGeometryType: \"point-cloud\" = \"point-cloud\" as const;\r\n public readonly isInstanceable = false;\r\n public noDispose = false;\r\n public readonly buffers: BuffersContainer;\r\n private readonly _vertices: QBufferHandle3d;\r\n private readonly _vertexCount: number;\r\n private readonly _colorHandle: BufferHandle | undefined = undefined;\r\n private readonly _hasFeatures: boolean;\r\n\r\n public readonly voxelSize: number;\r\n public readonly colorIsBgr: boolean;\r\n\r\n public get isDisposed(): boolean { return this.buffers.isDisposed && this._vertices.isDisposed; }\r\n public override get asPointCloud(): PointCloudGeometry | undefined { return this; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n\r\n public [Symbol.dispose]() {\r\n if (!this.noDispose) {\r\n dispose(this.buffers);\r\n dispose(this._vertices);\r\n }\r\n }\r\n\r\n constructor(pointCloud: PointCloudArgs) {\r\n super();\r\n this.buffers = BuffersContainer.create();\r\n this._vertices = QBufferHandle3d.create(pointCloud.qparams, pointCloud.positions) as QBufferHandle3d;\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrPos);\r\n const vertexDataType = (pointCloud.positions instanceof Float32Array) ? GL.DataType.Float : ((pointCloud.positions instanceof Uint8Array) ? GL.DataType.UnsignedByte : GL.DataType.UnsignedShort);\r\n this.buffers.addBuffer(this._vertices, [BufferParameters.create(attrPos.location, 3, vertexDataType, false, 0, 0, false)]);\r\n this._vertexCount = pointCloud.positions.length / 3;\r\n this._hasFeatures = FeatureIndexType.Empty !== pointCloud.features.type;\r\n this.voxelSize = pointCloud.voxelSize;\r\n this.colorIsBgr = \"bgr\" === pointCloud.colorFormat;\r\n\r\n if (undefined !== pointCloud.colors) {\r\n this._colorHandle = BufferHandle.createArrayBuffer(pointCloud.colors);\r\n const attrColor = AttributeMap.findAttribute(\"a_color\", TechniqueId.PointCloud, false);\r\n assert(undefined !== attrColor);\r\n this.buffers.addBuffer(expectDefined(this._colorHandle), [BufferParameters.create(attrColor.location, 3, GL.DataType.UnsignedByte, true, 0, 0, false)]);\r\n }\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n const bytesUsed = this._vertices.bytesUsed + (undefined !== this._colorHandle ? this._colorHandle.bytesUsed : 0);\r\n stats.addPointCloud(bytesUsed);\r\n }\r\n\r\n protected _wantWoWReversal(_target: Target): boolean { return false; }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.PointCloud; }\r\n public override getPass(target: Target): Pass {\r\n // Point clouds don't cast shadows.\r\n return target.isDrawingShadowMap ? \"none\" : \"point-clouds\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.Linear; }\r\n public get qOrigin(): Float32Array { return this._vertices.origin; }\r\n public get qScale(): Float32Array { return this._vertices.scale; }\r\n public get colors(): BufferHandle | undefined { return this._colorHandle; }\r\n public override get hasFeatures() { return this._hasFeatures; }\r\n public override get hasBakedLighting() { return true; }\r\n\r\n public draw(): void {\r\n this.buffers.bind();\r\n System.instance.context.drawArrays(GL.PrimitiveType.Points, 0, this._vertexCount);\r\n this.buffers.unbind();\r\n }\r\n\r\n // ###TODO delete this.\r\n public override getLineWeight(_params: ShaderProgramParams): number {\r\n // If line weight < 0 it is real size in meters (voxel size).\r\n return (this.voxelSize > 0) ? - this.voxelSize : 1;\r\n }\r\n}\r\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert, dispose } from "@itwin/core-bentley";
8
+ import { assert, dispose, expectDefined } from "@itwin/core-bentley";
9
9
  import { CartographicRange, Quantization } from "@itwin/core-common";
10
10
  import { Range2d, Range3d, Transform, Vector2d, Vector3d } from "@itwin/core-geometry";
11
11
  import { GraphicBranch } from "../../../render/GraphicBranch";
@@ -225,7 +225,7 @@ export class RealityMeshGeometry extends IndexedGeometry {
225
225
  for (const mesh of meshes) {
226
226
  const primitive = Primitive.create(mesh);
227
227
  if (featureTable) {
228
- branch.add(system.createBatch(primitive, featureTable, mesh.getRange(), { tileId }));
228
+ branch.add(system.createBatch(expectDefined(primitive), featureTable, mesh.getRange(), { tileId }));
229
229
  }
230
230
  }
231
231
  return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), { disableClipStyle: params.disableClipStyle });
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, UintArray } from \"@itwin/core-bentley\";\r\nimport { CartographicRange, ColorDef, Quantization } from \"@itwin/core-common\";\r\nimport { Range2d, Range3d, Transform, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../../../render/GraphicBranch\";\r\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\r\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\r\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\r\nimport { RenderMemory } from \"../../../render/RenderMemory\";\r\nimport { RenderSystem, } from \"../../../render/RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\r\nimport { TerrainTexture } from \"../RenderTerrain\";\r\nimport { MapCartoRectangle, PlanarProjection, PlanarTilePatch } from \"../../../tile/internal\";\r\nimport { LayerTextureParams, ProjectedTexture } from \"./MapLayerParams\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override[Symbol.dispose]() {\r\n super[Symbol.dispose]();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\r\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\r\n public readonly isInstanceable = false;\r\n public noDispose = false;\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: LayerTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: LayerTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override[Symbol.dispose]() {\r\n if (this.noDispose) {\r\n return;\r\n }\r\n\r\n super[Symbol.dispose]();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params) return undefined;\r\n\r\n const { texture: meshTexture, featureID } = realityMesh;\r\n const tile = realityMesh.tileData;\r\n const layerClassifiers = tile?.layerClassifiers;\r\n const texture = meshTexture ? new TerrainTexture(meshTexture, featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n if (!layerClassifiers?.size || !tile) return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n\r\n const transformECEF = tile.ecefTransform\r\n\r\n const tileEcefRange = transformECEF.multiplyRange(tile.range);\r\n const cartographicRange = new CartographicRange(tileEcefRange, transformECEF);\r\n const boundingBox = cartographicRange.getLongitudeLatitudeBoundingBox();\r\n const mapCartoRectangle = MapCartoRectangle.fromRadians(\r\n boundingBox.low.x,\r\n boundingBox.low.y,\r\n boundingBox.high.x,\r\n boundingBox.high.y\r\n );\r\n\r\n const corners = tile.range.corners();\r\n\r\n const normal = Vector3d.createCrossProductToPoints(corners[0], corners[1], corners[2])?.normalize();\r\n if (!normal) {\r\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n }\r\n const chordHeight = corners[0].distance(corners[3]) / 2;\r\n\r\n const realityPlanarTilePatch = new PlanarTilePatch(corners, normal, chordHeight);\r\n const realityProjection = new PlanarProjection(realityPlanarTilePatch);\r\n\r\n const realityMeshParams: MeshMapLayerGraphicParams = {\r\n projection: realityProjection,\r\n tileRectangle: mapCartoRectangle,\r\n tileId: undefined,\r\n baseColor: undefined,\r\n baseTransparent: false,\r\n layerClassifiers\r\n };\r\n\r\n const layerTextures: TerrainOrProjectedTexture[] = texture ? [texture] : [];\r\n\r\n layerClassifiers?.forEach((layerClassifier, layerIndex) => layerTextures[layerIndex] = new ProjectedTexture(layerClassifier, realityMeshParams, realityMeshParams.tileRectangle));\r\n\r\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: layerTextures.length > 0 ? LayerTextureParams.create(layerTextures) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: MeshMapLayerGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n if (featureTable) {\r\n branch.add(system.createBatch(primitive!, featureTable, mesh.getRange(), { tileId }));\r\n }\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), { disableClipStyle: params.disableClipStyle });\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n if (this.textureParams?.params) {\r\n for (const param of this.textureParams.params) {\r\n if (param.texture?.bytesUsed)\r\n stats.addTexture(param.texture.bytesUsed);\r\n }\r\n }\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose, expectDefined, UintArray } from \"@itwin/core-bentley\";\r\nimport { CartographicRange, ColorDef, Quantization } from \"@itwin/core-common\";\r\nimport { Range2d, Range3d, Transform, Vector2d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { GraphicBranch } from \"../../../render/GraphicBranch\";\r\nimport { MeshMapLayerGraphicParams } from \"../MeshMapLayerGraphicParams\";\r\nimport { RealityMeshParams } from \"../../../render/RealityMeshParams\";\r\nimport { RenderGraphic } from \"../../../render/RenderGraphic\";\r\nimport { RenderMemory } from \"../../../render/RenderMemory\";\r\nimport { RenderSystem, } from \"../../../render/RenderSystem\";\r\nimport { BufferHandle, BufferParameters, QBufferHandle2d, QBufferHandle3d } from \"./AttributeBuffers\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { IndexedGeometry, IndexedGeometryParams } from \"./CachedGeometry\";\r\nimport { GL } from \"./GL\";\r\nimport { Primitive } from \"./Primitive\";\r\nimport { RenderOrder } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { RenderGeometry } from \"../../../internal/render/RenderGeometry\";\r\nimport { TerrainTexture } from \"../RenderTerrain\";\r\nimport { MapCartoRectangle, PlanarProjection, PlanarTilePatch } from \"../../../tile/internal\";\r\nimport { LayerTextureParams, ProjectedTexture } from \"./MapLayerParams\";\r\n\r\nconst scratchOverlapRange = Range2d.createNull();\r\ntype TerrainOrProjectedTexture = TerrainTexture | ProjectedTexture;\r\n\r\n/** @internal */\r\n\r\nexport class RealityMeshGeometryParams extends IndexedGeometryParams {\r\n public readonly uvParams: QBufferHandle2d;\r\n public readonly featureID?: number;\r\n public readonly normals?: BufferHandle;\r\n public readonly numBytesPerIndex: 1 | 2 | 4;\r\n\r\n protected constructor(positions: QBufferHandle3d, normals: BufferHandle | undefined, uvParams: QBufferHandle2d, indices: BufferHandle, numIndices: number, numBytesPerIndex: 1 | 2 | 4, featureID?: number) {\r\n super(positions, indices, numIndices);\r\n this.numBytesPerIndex = numBytesPerIndex;\r\n let attrParams = AttributeMap.findAttribute(\"a_uvParam\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n this.buffers.addBuffer(uvParams, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedShort, false, 0, 0, false)]);\r\n this.uvParams = uvParams;\r\n\r\n if (undefined !== normals) {\r\n attrParams = AttributeMap.findAttribute(\"a_norm\", TechniqueId.RealityMesh, false);\r\n assert(attrParams !== undefined);\r\n if (normals.bytesUsed > 0)\r\n this.buffers.addBuffer(normals, [BufferParameters.create(attrParams.location, 2, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this.normals = normals;\r\n }\r\n this.featureID = featureID;\r\n }\r\n\r\n private static createFromBuffers(posBuf: QBufferHandle3d, uvParamBuf: QBufferHandle2d, indices: UintArray, normBuf: BufferHandle | undefined, featureID: number) {\r\n const indBuf = BufferHandle.createBuffer(GL.Buffer.Target.ElementArrayBuffer, indices);\r\n\r\n if (undefined === indBuf)\r\n return undefined;\r\n\r\n const bytesPerIndex = indices.BYTES_PER_ELEMENT;\r\n assert(1 === bytesPerIndex || 2 === bytesPerIndex || 4 === bytesPerIndex);\r\n return new RealityMeshGeometryParams(posBuf, normBuf, uvParamBuf, indBuf, indices.length, bytesPerIndex, featureID);\r\n\r\n }\r\n\r\n public static fromRealityMesh(params: RealityMeshParams) {\r\n const posBuf = QBufferHandle3d.create(params.positions.params, params.positions.points);\r\n const uvParamBuf = QBufferHandle2d.create(params.uvs.params, params.uvs.points);\r\n const normalBuf = params.normals ? BufferHandle.createArrayBuffer(params.normals) : undefined;\r\n return (undefined === posBuf || undefined === uvParamBuf) ? undefined : this.createFromBuffers(posBuf, uvParamBuf, params.indices, normalBuf, params.featureID ?? 0);\r\n }\r\n\r\n public override get isDisposed(): boolean {\r\n return super.isDisposed && this.uvParams.isDisposed;\r\n }\r\n public get bytesUsed(): number { return this.positions.bytesUsed + (undefined === this.normals ? 0 : this.normals.bytesUsed) + this.uvParams.bytesUsed + this.indices.bytesUsed; }\r\n\r\n public override[Symbol.dispose]() {\r\n super[Symbol.dispose]();\r\n dispose(this.uvParams);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport class RealityMeshGeometry extends IndexedGeometry implements RenderGeometry {\r\n public readonly renderGeometryType: \"reality-mesh\" = \"reality-mesh\" as const;\r\n public readonly isInstanceable = false;\r\n public noDispose = false;\r\n public readonly hasTextures: boolean;\r\n public override get asRealityMesh(): RealityMeshGeometry | undefined { return this; }\r\n public override get isDisposed(): boolean { return this._realityMeshParams.isDisposed; }\r\n public get uvQParams() { return this._realityMeshParams.uvParams.params; }\r\n public override get hasFeatures(): boolean { return this._realityMeshParams.featureID !== undefined; }\r\n public override get supportsThematicDisplay() { return true; }\r\n public get overrideColorMix() { return .5; } // This could be a setting from either the mesh or the override if required.\r\n public get transform(): Transform | undefined { return this._transform; }\r\n\r\n private _realityMeshParams: RealityMeshGeometryParams;\r\n private readonly _indexType: GL.DataType;\r\n public textureParams: LayerTextureParams | undefined;\r\n private readonly _transform: Transform | undefined;\r\n public readonly baseColor: ColorDef | undefined;\r\n private _baseIsTransparent: boolean;\r\n private _isTerrain: boolean;\r\n private _disableTextureDisposal: boolean;\r\n\r\n private constructor(props: {\r\n realityMeshParams: RealityMeshGeometryParams;\r\n textureParams?: LayerTextureParams;\r\n transform?: Transform;\r\n baseColor?: ColorDef;\r\n baseIsTransparent: boolean;\r\n isTerrain: boolean;\r\n disableTextureDisposal: boolean;\r\n }) {\r\n super(props.realityMeshParams);\r\n this._realityMeshParams = props.realityMeshParams;\r\n this.textureParams = props.textureParams;\r\n this._transform = props.transform;\r\n this.baseColor = props.baseColor;\r\n this._baseIsTransparent = props.baseIsTransparent;\r\n this._isTerrain = props.isTerrain;\r\n this._disableTextureDisposal = props.disableTextureDisposal;\r\n this.hasTextures = undefined !== this.textureParams && this.textureParams.params.some((x) => undefined !== x.texture);\r\n\r\n const bytesPerIndex = props.realityMeshParams.numBytesPerIndex;\r\n this._indexType = 1 === bytesPerIndex ? GL.DataType.UnsignedByte : (2 === bytesPerIndex ? GL.DataType.UnsignedShort : GL.DataType.UnsignedInt);\r\n }\r\n\r\n public override[Symbol.dispose]() {\r\n if (this.noDispose) {\r\n return;\r\n }\r\n\r\n super[Symbol.dispose]();\r\n dispose(this._realityMeshParams);\r\n if (true !== this._disableTextureDisposal)\r\n dispose(this.textureParams);\r\n }\r\n\r\n public static createForTerrain(mesh: RealityMeshParams, transform: Transform | undefined, disableTextureDisposal = false) {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(mesh);\r\n\r\n if (!params)\r\n return undefined;\r\n\r\n return new RealityMeshGeometry({\r\n realityMeshParams: params,\r\n transform,\r\n baseIsTransparent: false,\r\n isTerrain: true,\r\n disableTextureDisposal,\r\n });\r\n }\r\n\r\n public static createFromRealityMesh(realityMesh: RealityMeshParams, disableTextureDisposal = false): RealityMeshGeometry | undefined {\r\n const params = RealityMeshGeometryParams.fromRealityMesh(realityMesh);\r\n if (!params) return undefined;\r\n\r\n const { texture: meshTexture, featureID } = realityMesh;\r\n const tile = realityMesh.tileData;\r\n const layerClassifiers = tile?.layerClassifiers;\r\n const texture = meshTexture ? new TerrainTexture(meshTexture, featureID ?? 0, Vector2d.create(1.0, -1.0), Vector2d.create(0.0, 1.0), Range2d.createXYXY(0, 0, 1, 1), 0, 0) : undefined;\r\n\r\n if (!layerClassifiers?.size || !tile) return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n\r\n const transformECEF = tile.ecefTransform\r\n\r\n const tileEcefRange = transformECEF.multiplyRange(tile.range);\r\n const cartographicRange = new CartographicRange(tileEcefRange, transformECEF);\r\n const boundingBox = cartographicRange.getLongitudeLatitudeBoundingBox();\r\n const mapCartoRectangle = MapCartoRectangle.fromRadians(\r\n boundingBox.low.x,\r\n boundingBox.low.y,\r\n boundingBox.high.x,\r\n boundingBox.high.y\r\n );\r\n\r\n const corners = tile.range.corners();\r\n\r\n const normal = Vector3d.createCrossProductToPoints(corners[0], corners[1], corners[2])?.normalize();\r\n if (!normal) {\r\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: texture ? LayerTextureParams.create([texture]) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n }\r\n const chordHeight = corners[0].distance(corners[3]) / 2;\r\n\r\n const realityPlanarTilePatch = new PlanarTilePatch(corners, normal, chordHeight);\r\n const realityProjection = new PlanarProjection(realityPlanarTilePatch);\r\n\r\n const realityMeshParams: MeshMapLayerGraphicParams = {\r\n projection: realityProjection,\r\n tileRectangle: mapCartoRectangle,\r\n tileId: undefined,\r\n baseColor: undefined,\r\n baseTransparent: false,\r\n layerClassifiers\r\n };\r\n\r\n const layerTextures: TerrainOrProjectedTexture[] = texture ? [texture] : [];\r\n\r\n layerClassifiers?.forEach((layerClassifier, layerIndex) => layerTextures[layerIndex] = new ProjectedTexture(layerClassifier, realityMeshParams, realityMeshParams.tileRectangle));\r\n\r\n return new RealityMeshGeometry({ realityMeshParams: params, textureParams: layerTextures.length > 0 ? LayerTextureParams.create(layerTextures) : undefined, baseIsTransparent: false, isTerrain: false, disableTextureDisposal });\r\n }\r\n\r\n public getRange(): Range3d {\r\n return Range3d.createXYZXYZ(this.qOrigin[0], this.qOrigin[1], this.qOrigin[2], this.qOrigin[0] + Quantization.rangeScale16 * this.qScale[0], this.qOrigin[1] + Quantization.rangeScale16 * this.qScale[1], this.qOrigin[2] + Quantization.rangeScale16 * this.qScale[2]);\r\n }\r\n\r\n public static createGraphic(system: RenderSystem, params: MeshMapLayerGraphicParams, disableTextureDisposal = false): RenderGraphic | undefined {\r\n const meshes = [];\r\n const textures = params.textures ?? [];\r\n const realityMesh = params.realityMesh as RealityMeshGeometry;\r\n const { baseColor, baseTransparent, featureTable, tileId, layerClassifiers } = params;\r\n\r\n const texturesPerMesh = System.instance.maxRealityImageryLayers;\r\n const layers = new Array<(TerrainTexture | ProjectedTexture)[]>();\r\n // Collate the textures and classifiers layers into a single array.\r\n for (const texture of textures) {\r\n const layer = layers[texture.layerIndex];\r\n if (layer) {\r\n (layer as TerrainTexture[]).push(texture);\r\n } else {\r\n layers[texture.layerIndex] = [texture];\r\n }\r\n }\r\n params.layerClassifiers?.forEach((layerClassifier, layerIndex) => layers[layerIndex] = [new ProjectedTexture(layerClassifier, params, params.tileRectangle)]);\r\n\r\n if (layers.length < 2 && !layerClassifiers?.size && textures.length < texturesPerMesh) {\r\n // If only there is not more than one layer then we can group all of the textures into a single draw call.\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(textures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n } else {\r\n let primaryLayer;\r\n while (primaryLayer === undefined)\r\n primaryLayer = layers.shift();\r\n if (!primaryLayer)\r\n return undefined;\r\n for (const primaryTexture of primaryLayer) {\r\n const targetRectangle = primaryTexture.targetRectangle;\r\n const overlapMinimum = 1.0E-5 * (targetRectangle.high.x - targetRectangle.low.x) * (targetRectangle.high.y - targetRectangle.low.y);\r\n let layerTextures = [primaryTexture];\r\n for (const secondaryLayer of layers) {\r\n if (!secondaryLayer)\r\n continue;\r\n for (const secondaryTexture of secondaryLayer) {\r\n if (secondaryTexture instanceof ProjectedTexture) {\r\n layerTextures.push(secondaryTexture.clone(targetRectangle));\r\n } else {\r\n const secondaryRectangle = secondaryTexture.targetRectangle;\r\n const overlap = targetRectangle.intersect(secondaryRectangle, scratchOverlapRange);\r\n if (!overlap.isNull && (overlap.high.x - overlap.low.x) * (overlap.high.y - overlap.low.y) > overlapMinimum) {\r\n const textureRange = Range2d.createXYXY(overlap.low.x, overlap.low.y, overlap.high.x, overlap.high.y);\r\n secondaryRectangle.worldToLocal(textureRange.low, textureRange.low);\r\n secondaryRectangle.worldToLocal(textureRange.high, textureRange.high);\r\n\r\n if (secondaryTexture.clipRectangle)\r\n textureRange.intersect(secondaryTexture.clipRectangle, textureRange);\r\n\r\n if (!textureRange.isNull && textureRange) {\r\n layerTextures.push(secondaryTexture.cloneWithClip(textureRange));\r\n }\r\n }\r\n }\r\n }\r\n }\r\n while (layerTextures.length > texturesPerMesh) {\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(layerTextures.slice(0, texturesPerMesh)), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n layerTextures = layerTextures.slice(texturesPerMesh);\r\n }\r\n meshes.push(new RealityMeshGeometry({ realityMeshParams: realityMesh._realityMeshParams, textureParams: LayerTextureParams.create(layerTextures), transform: realityMesh._transform, baseColor, baseIsTransparent: baseTransparent, isTerrain: realityMesh._isTerrain, disableTextureDisposal }));\r\n }\r\n }\r\n\r\n if (meshes.length === 0)\r\n return undefined;\r\n\r\n const branch = new GraphicBranch(true);\r\n for (const mesh of meshes) {\r\n const primitive = Primitive.create(mesh);\r\n if (featureTable) {\r\n branch.add(system.createBatch(expectDefined(primitive), featureTable, mesh.getRange(), { tileId }));\r\n }\r\n }\r\n\r\n return system.createBranch(branch, realityMesh._transform ? realityMesh._transform : Transform.createIdentity(), { disableClipStyle: params.disableClipStyle });\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n this._isTerrain ? stats.addTerrain(this._realityMeshParams.bytesUsed) : stats.addRealityMesh(this._realityMeshParams.bytesUsed);\r\n if (this.textureParams?.params) {\r\n for (const param of this.textureParams.params) {\r\n if (param.texture?.bytesUsed)\r\n stats.addTexture(param.texture.bytesUsed);\r\n }\r\n }\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.RealityMesh; }\r\n\r\n public override getPass(target: Target) {\r\n if (this._baseIsTransparent || (target.wantThematicDisplay && target.uniforms.thematic.wantIsoLines))\r\n return \"translucent\";\r\n\r\n return \"opaque\";\r\n }\r\n public get renderOrder(): RenderOrder { return RenderOrder.UnlitSurface; }\r\n\r\n public override draw(): void {\r\n this._params.buffers.bind();\r\n System.instance.context.drawElements(GL.PrimitiveType.Triangles, this._params.numIndices, this._indexType, 0);\r\n this._params.buffers.unbind();\r\n }\r\n}\r\n"]}
@@ -5,7 +5,7 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
- import { assert } from "@itwin/core-bentley";
8
+ import { assert, expectDefined } from "@itwin/core-bentley";
9
9
  import { GL } from "./GL";
10
10
  import { System } from "./System";
11
11
  function computeBytesUsed(width, height, format, numSamples) {
@@ -37,7 +37,7 @@ export class RenderBuffer {
37
37
  get isDisposed() { return this._glBuffer === undefined || this._glBuffer === null; }
38
38
  [Symbol.dispose]() {
39
39
  if (!this.isDisposed) {
40
- System.instance.context.deleteRenderbuffer(this._glBuffer);
40
+ System.instance.context.deleteRenderbuffer(expectDefined(this._glBuffer));
41
41
  this._glBuffer = undefined;
42
42
  this._bytesUsed = 0;
43
43
  }
@@ -89,7 +89,7 @@ export class RenderBufferMultiSample {
89
89
  get isDisposed() { return this._glBuffer === undefined || this._glBuffer === null; }
90
90
  [Symbol.dispose]() {
91
91
  if (!this.isDisposed) {
92
- System.instance.context.deleteRenderbuffer(this._glBuffer);
92
+ System.instance.context.deleteRenderbuffer(expectDefined(this._glBuffer));
93
93
  this._glBuffer = undefined;
94
94
  }
95
95
  }
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.RenderBuffer.Format, numSamples: number): number {\r\n const bytesPerPixel = (GL.RenderBuffer.Format.DepthComponent16 === format ? 2 : 4);\r\n return width * height * bytesPerPixel * numSamples;\r\n}\r\n\r\n/** @internal */\r\nexport class RenderBuffer implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format = GL.RenderBuffer.Format.DepthComponent16) {\r\n const gl = System.instance.context;\r\n\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer) {\r\n return undefined;\r\n }\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBuffer.bindBuffer(glBuffer);\r\n gl.renderbufferStorage(GL.RenderBuffer.TARGET, format, width, height);\r\n RenderBuffer.unbind();\r\n\r\n return new RenderBuffer(glBuffer, width, height, computeBytesUsed(width, height, format, 1));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public [Symbol.dispose](): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n this._bytesUsed = 0;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBuffer.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n\r\n/**\r\n * A RenderBuffer for doing antialiasing (multisampling).\r\n * @internal\r\n */\r\nexport class RenderBufferMultiSample implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n private _isDirty: boolean = false;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get isDirty(): boolean { return this._isDirty; }\r\n public markBufferDirty(dirty: boolean) {\r\n this._isDirty = dirty;\r\n }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format: number, numSamples: number) {\r\n const gl = System.instance.context;\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer)\r\n return undefined;\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBufferMultiSample.bindBuffer(glBuffer);\r\n gl.renderbufferStorageMultisample(GL.RenderBuffer.TARGET, numSamples, format, width, height);\r\n RenderBufferMultiSample.unbind();\r\n\r\n return new RenderBufferMultiSample(glBuffer, width, height, computeBytesUsed(width, height, format, numSamples));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public [Symbol.dispose](): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(this._glBuffer!);\r\n this._glBuffer = undefined;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBufferMultiSample.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, expectDefined } from \"@itwin/core-bentley\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { GL } from \"./GL\";\r\nimport { System } from \"./System\";\r\n\r\nfunction computeBytesUsed(width: number, height: number, format: GL.RenderBuffer.Format, numSamples: number): number {\r\n const bytesPerPixel = (GL.RenderBuffer.Format.DepthComponent16 === format ? 2 : 4);\r\n return width * height * bytesPerPixel * numSamples;\r\n}\r\n\r\n/** @internal */\r\nexport class RenderBuffer implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format = GL.RenderBuffer.Format.DepthComponent16) {\r\n const gl = System.instance.context;\r\n\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer) {\r\n return undefined;\r\n }\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBuffer.bindBuffer(glBuffer);\r\n gl.renderbufferStorage(GL.RenderBuffer.TARGET, format, width, height);\r\n RenderBuffer.unbind();\r\n\r\n return new RenderBuffer(glBuffer, width, height, computeBytesUsed(width, height, format, 1));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public [Symbol.dispose](): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(expectDefined(this._glBuffer));\r\n this._glBuffer = undefined;\r\n this._bytesUsed = 0;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBuffer.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n\r\n/**\r\n * A RenderBuffer for doing antialiasing (multisampling).\r\n * @internal\r\n */\r\nexport class RenderBufferMultiSample implements WebGLDisposable {\r\n private _glBuffer?: WebGLRenderbuffer;\r\n private _bytesUsed = 0;\r\n private _width: number;\r\n private _height: number;\r\n private _isDirty: boolean = false;\r\n\r\n public get bytesUsed(): number { return this._bytesUsed; }\r\n public get width(): number { return this._width; }\r\n public get height(): number { return this._height; }\r\n public get isDirty(): boolean { return this._isDirty; }\r\n public markBufferDirty(dirty: boolean) {\r\n this._isDirty = dirty;\r\n }\r\n\r\n public getHandle() { return this._glBuffer; }\r\n\r\n public static create(width: number, height: number, format: number, numSamples: number) {\r\n const gl = System.instance.context;\r\n const glBuffer = gl.createRenderbuffer();\r\n if (null === glBuffer)\r\n return undefined;\r\n\r\n assert(0 < width && 0 < height);\r\n RenderBufferMultiSample.bindBuffer(glBuffer);\r\n gl.renderbufferStorageMultisample(GL.RenderBuffer.TARGET, numSamples, format, width, height);\r\n RenderBufferMultiSample.unbind();\r\n\r\n return new RenderBufferMultiSample(glBuffer, width, height, computeBytesUsed(width, height, format, numSamples));\r\n }\r\n\r\n public get isDisposed(): boolean { return this._glBuffer === undefined || this._glBuffer === null; }\r\n\r\n public [Symbol.dispose](): void {\r\n if (!this.isDisposed) {\r\n System.instance.context.deleteRenderbuffer(expectDefined(this._glBuffer));\r\n this._glBuffer = undefined;\r\n }\r\n }\r\n\r\n public bind() {\r\n assert(undefined !== this._glBuffer);\r\n if (undefined !== this._glBuffer) {\r\n RenderBufferMultiSample.bindBuffer(this._glBuffer);\r\n }\r\n }\r\n\r\n private constructor(glBuffer: WebGLRenderbuffer, width: number, height: number, bytesUsed: number) {\r\n this._glBuffer = glBuffer;\r\n this._bytesUsed = bytesUsed;\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n private static bindBuffer(glBuffer: WebGLRenderbuffer | null) { System.instance.context.bindRenderbuffer(GL.RenderBuffer.TARGET, glBuffer); }\r\n private static unbind() { this.bindBuffer(null); }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  /** @packageDocumentation
2
2
  * @module WebGL
3
3
  */
4
- import { Frustum, ViewFlags } from "@itwin/core-common";
4
+ import { FeatureAppearanceProvider, Frustum, ViewFlags } from "@itwin/core-common";
5
5
  import { GraphicList } from "../../../render/RenderGraphic";
6
6
  import { BranchStack } from "./BranchStack";
7
7
  import { BatchState } from "./BatchState";
@@ -30,6 +30,7 @@ export declare class RenderCommands implements Iterable<DrawCommands> {
30
30
  private _translucentOverrides;
31
31
  private _addTranslucentAsOpaque;
32
32
  private readonly _layers;
33
+ appearanceProvider?: FeatureAppearanceProvider;
33
34
  get target(): Target;
34
35
  [Symbol.iterator](): Iterator<DrawCommands>;
35
36
  get isEmpty(): boolean;
@@ -1 +1 @@
1
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+ {"version":3,"file":"RenderCommands.d.ts","sourceRoot":"","sources":["../../../../../src/internal/render/webgl/RenderCommands.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,yBAAyB,EAAE,OAAO,EAA6B,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAG9G,OAAO,EAAE,WAAW,EAAiB,MAAM,+BAA+B,CAAC;AAE3E,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EACL,YAAY,EAAiE,gBAAgB,EAE9F,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAiB,MAAM,WAAW,CAAC;AAClE,OAAO,EAAE,KAAK,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC;AAGhD,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAe,UAAU,EAAE,MAAM,eAAe,CAAC;AAC9E,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAGlC;;GAEG;AACH,qBAAa,cAAe,YAAW,QAAQ,CAAC,YAAY,CAAC;IAC3D,OAAO,CAAC,cAAc,CAAC,CAAgB;IACvC,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAiB;IACjD,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAiB;IAC/C,OAAO,CAAC,QAAQ,CAAC,SAAS,CAA6C;IACvE,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,MAAM,CAAc;IAC5B,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,iBAAiB,CAA+B;IACxD,OAAO,CAAC,0BAA0B,CAAS;IAC3C,OAAO,CAAC,gBAAgB,CAAS;IACjC,OAAO,CAAC,qBAAqB,CAAS;IACtC,OAAO,CAAC,uBAAuB,CAAS;IACxC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAoB;IACrC,kBAAkB,CAAC,EAAE,yBAAyB,CAAC;IAEtD,IAAW,MAAM,IAAI,MAAM,CAAyB;IAE7C,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,QAAQ,CAAC,YAAY,CAAC;IAIlD,IAAW,OAAO,IAAI,OAAO,CAM5B;IAED,IAAW,eAAe,YASzB;IAED,IAAW,gBAAgB,IAAI,SAAS,CAAsC;IAC9E,IAAW,cAAc,IAAI,cAAc,CAY1C;IAED,OAAO,KAAK,SAAS,GAA+D;IAE7E,WAAW,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO;IACtC,YAAY,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO;gBAElC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU;IAU/D,KAAK,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,GAAG,IAAI;IAQvE,kCAAkC,CAAC,KAAK,EAAE,WAAW,GAAG,IAAI;IAS5D,WAAW,CAAC,KAAK,EAAE,WAAW,EAAE,UAAU,GAAE,UAA4B,GAAG,IAAI;IAMtF,2DAA2D;IACpD,wBAAwB,CAAC,qBAAqB,EAAE,WAAW,GAAG,IAAI;IAKzE,qDAAqD;IAC9C,kBAAkB,CAAC,eAAe,EAAE,WAAW,GAAG,IAAI;IAMtD,cAAc,CAAC,GAAG,EAAE,WAAW,EAAE,UAAU,GAAE,UAA4B,GAAG,IAAI;IAShF,mBAAmB,CAAC,IAAI,EAAE,WAAW,GAAG,IAAI;IASnD,OAAO,CAAC,sBAAsB;IAoBvB,aAAa,CAAC,EAAE,CAAC,EAAE,OAAO,GAAG,IAAI;IAWjC,SAAS,CAAC,EAAE,CAAC,EAAE,OAAO,GAAG,IAAI;IAW7B,mBAAmB,CAAC,OAAO,EAAE,gBAAgB,EAAE,IAAI,CAAC,EAAE,IAAI,GAAG,IAAI;IA+EjE,WAAW,CAAC,IAAI,EAAE,UAAU,GAAG,YAAY;IAS3C,eAAe,CAAC,IAAI,EAAE,UAAU,EAAE,IAAI,EAAE,YAAY,GAAG,IAAI;IAM3D,eAAe,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAMvD,aAAa,CAAC,SAAS,EAAE,cAAc,GAAG,IAAI;IAU9C,gBAAgB,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IA0BpC,sBAAsB,CAAC,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,UAAU,GAAG,IAAI;IAavE,OAAO,CAAC,uBAAuB;IAK/B,OAAO,CAAC,uBAAuB;IAuC/B,OAAO,CAAC,UAAU;IAqDX,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAW/D,OAAO,CAAC,iBAAiB;IAalB,eAAe,CAAC,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAM3D,KAAK,IAAI,IAAI;IAKpB,OAAO,CAAC,cAAc;IAKtB,OAAO,CAAC,6BAA6B;IAQ9B,mBAAmB,CAAC,aAAa,EAAE,WAAW,EAAE,uBAAuB,EAAE,WAAW,GAAG,SAAS,EAAE,sBAAsB,EAAE,WAAW,GAAG,SAAS,GAAG,IAAI;IAuBxJ,iBAAiB,CAAC,GAAG,EAAE,cAAc,GAAG,IAAI;IAsB5C,aAAa,CAAC,GAAG,EAAE,cAAc,GAAG,IAAI;IAmCxC,YAAY,CAAC,IAAI,EAAE,SAAS,GAAG,IAAI;IA2BnC,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAM/B,4BAA4B,CAAC,KAAK,EAAE,KAAK,GAAG,UAAU;IAwBtD,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IAsE5B,aAAa,CAAC,OAAO,EAAE,OAAO;IAE9B,eAAe,IAAI,IAAI;IAE9B,OAAO,CAAC,2BAA2B;IAkC5B,IAAI,IAAI,KAAK,CAAC;QAAE,IAAI,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAE,CAAC;CA8BtD"}
@@ -31,6 +31,7 @@ export class RenderCommands {
31
31
  _translucentOverrides = false;
32
32
  _addTranslucentAsOpaque = false; // true when rendering for _ReadPixels to force translucent items to be drawn in opaque pass.
33
33
  _layers;
34
+ appearanceProvider;
34
35
  get target() { return this._target; }
35
36
  [Symbol.iterator]() {
36
37
  return this._commands[Symbol.iterator]();
@@ -77,6 +78,7 @@ export class RenderCommands {
77
78
  this._target = target;
78
79
  this._stack = stack;
79
80
  this._batchState = batchState;
81
+ this.appearanceProvider = undefined;
80
82
  this.clear();
81
83
  }
82
84
  collectGraphicsForPlanarProjection(scene) {
@@ -517,7 +519,7 @@ export class RenderCommands {
517
519
  assert(!this._opaqueOverrides && !this._translucentOverrides);
518
520
  assert(undefined === this._curBatch);
519
521
  // If all features are overridden to be invisible, draw no graphics in this batch
520
- const overrides = batch.getOverrides(this.target);
522
+ const overrides = batch.getOverrides(this.target, this.appearanceProvider ?? this._stack.top);
521
523
  if (overrides.allHidden)
522
524
  return;
523
525
  if (!batch.range.isNull) {