@xeokit/xeokit-sdk 2.4.2-beta-49 → 2.5.0-beta

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@xeokit/xeokit-sdk",
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- "version": "2.4.2-beta-49",
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+ "version": "2.5.0-beta",
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  "description": "Web Programming Toolkit for 3D/2D BIM and AEC Graphics",
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  "module": "./dist/xeokit-sdk.es.js",
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  "main": "./dist/xeokit-sdk.cjs.js",
@@ -0,0 +1,31 @@
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+ /**
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+ * @private
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+ */
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+ export class BindableDataTexture {
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+
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+ constructor(gl, texture, textureWidth, textureHeight, textureData = null) {
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+ this._gl = gl;
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+ this._texture = texture;
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+ this._textureWidth = textureWidth;
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+ this._textureHeight = textureHeight;
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+ this._textureData = textureData;
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+ }
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+
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+ bindTexture(glProgram, shaderName, glTextureUnit) {
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+ return glProgram.bindTexture(shaderName, this, glTextureUnit);
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+ }
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+
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+ bind(unit) {
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+ this._gl.activeTexture(this._gl["TEXTURE" + unit]);
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+ this._gl.bindTexture(this._gl.TEXTURE_2D, this._texture);
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+ return true;
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+ }
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+
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+ unbind(unit) {
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+ // This `unbind` method is ignored at the moment to allow avoiding
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+ // to rebind same texture already bound to a texture unit.
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+
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+ // this._gl.activeTexture(this.state.gl["TEXTURE" + unit]);
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+ // this._gl.bindTexture(this.state.gl.TEXTURE_2D, null);
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+ }
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+ }
@@ -0,0 +1,38 @@
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+ import {BindableDataTexture} from "./BindableDataTexture.js";
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+
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+ /**
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+ * @private
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+ */
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+ export class DataTextureGenerator {
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+
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+ disableBindedTextureFiltering(gl) {
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ }
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+
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+ generateTextureForInstancingMatrices(gl, instanceMatrices) {
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+ const numMatrices = instanceMatrices.length;
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+ if (numMatrices === 0) {
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+ throw "num instance matrices===0";
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+ }
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+ // in one row we can fit 512 matrices
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+ const textureWidth = 512 * 4;
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+ const textureHeight = Math.ceil(numMatrices / (textureWidth / 4));
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+ const texArray = new Float32Array(4 * textureWidth * textureHeight);
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+ for (let i = 0; i < instanceMatrices.length; i++) { // 4x4 values
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+ texArray.set(instanceMatrices[i], i * 16);
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+ }
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+ const texture = gl.createTexture();
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+ gl.bindTexture(gl.TEXTURE_2D, texture);
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+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32F, textureWidth, textureHeight);
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+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGBA, gl.FLOAT, texArray, 0);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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+ gl.bindTexture(gl.TEXTURE_2D, null);
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+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight, texArray);
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+ }
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+ }