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@itwin/core-frontend

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/** @packageDocumentation * @module WebGL */ import { FeatureAppearanceProvider, Frustum, ViewFlags } from "@itwin/core-common"; import { GraphicList } from "../../../render/RenderGraphic"; import { BranchStack } from "./BranchStack"; import { BatchState } from "./BatchState"; import { BranchState } from "./BranchState"; import { DrawCommands, PrimitiveCommand } from "./DrawCommand"; import { Batch, Branch, Graphic } from "./Graphic"; import { Layer, LayerContainer } from "./Layer"; import { Primitive } from "./Primitive"; import { CompositeFlags, Pass, RenderPass } from "./RenderFlags"; import { TargetGraphics } from "./TargetGraphics"; import { Target } from "./Target"; /** A list of DrawCommands to be rendered, ordered by render pass. * @internal */ export declare class RenderCommands implements Iterable<DrawCommands> { private _frustumPlanes?; private readonly _scratchFrustum; private readonly _scratchRange; private readonly _commands; private _target; private _stack; private _batchState; private _forcedRenderPass; private _addLayersAsNormalGraphics; private _opaqueOverrides; private _translucentOverrides; private _addTranslucentAsOpaque; private readonly _layers; appearanceProvider?: FeatureAppearanceProvider; get target(): Target; [Symbol.iterator](): Iterator<DrawCommands>; get isEmpty(): boolean; get isDrawingLayers(): boolean; get currentViewFlags(): ViewFlags; get compositeFlags(): CompositeFlags; private get _curBatch(); hasCommands(pass: RenderPass): boolean; isOpaquePass(pass: RenderPass): boolean; constructor(target: Target, stack: BranchStack, batchState: BatchState); reset(target: Target, stack: BranchStack, batchState: BatchState): void; collectGraphicsForPlanarProjection(scene: GraphicList): void; addGraphics(scene: GraphicList, forcedPass?: RenderPass): void; /** Add backgroundMap graphics to their own render pass. */ addBackgroundMapGraphics(backgroundMapGraphics: GraphicList): void; /** Add overlay graphics to the world overlay pass */ addOverlayGraphics(overlayGraphics: GraphicList): void; addDecorations(dec: GraphicList, forcedPass?: RenderPass): void; addWorldDecorations(decs: GraphicList): void; private addPickableDecorations; addBackground(gf?: Graphic): void; addSkyBox(gf?: Graphic): void; addPrimitiveCommand(command: PrimitiveCommand, pass?: Pass): void; getCommands(pass: RenderPass): DrawCommands; replaceCommands(pass: RenderPass, cmds: DrawCommands): void; addHiliteBranch(branch: Branch, pass: RenderPass): void; processLayers(container: LayerContainer): void; addLayerCommands(layer: Layer): void; addHiliteLayerCommands(graphic: Graphic, pass: RenderPass): void; private getAnimationBranchState; private pushAndPopBranchForPass; private pushAndPop; pushAndPopBranch(branch: Branch, func: () => void): void; private _pushAndPopBranch; pushAndPopState(state: BranchState, func: () => void): void; clear(): void; private _clearCommands; private initForPickOverlayDecorations; initForPickOverlays(sceneOverlays: GraphicList, worldOverlayDecorations: GraphicList | undefined, viewOverlayDecorations: GraphicList | undefined): void; initForReadPixels(gfx: TargetGraphics): void; initForRender(gfx: TargetGraphics): void; addPrimitive(prim: Primitive): void; addBranch(branch: Branch): void; computeBatchHiliteRenderPass(batch: Batch): RenderPass; addBatch(batch: Batch): void; setCheckRange(frustum: Frustum): void; clearCheckRange(): void; private setupClassificationByVolume; dump(): Array<{ name: string; count: number; }>; } //# sourceMappingURL=RenderCommands.d.ts.map