@xeokit/xeokit-sdk 2.6.85-renderers-refactor-v2 → 2.6.86

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Files changed (184) hide show
  1. package/dist/xeokit-sdk.cjs.js +44618 -13007
  2. package/dist/xeokit-sdk.es.js +44617 -13008
  3. package/dist/xeokit-sdk.es5.js +3488 -1387
  4. package/dist/xeokit-sdk.min.cjs.js +8 -8
  5. package/dist/xeokit-sdk.min.es.js +8 -8
  6. package/dist/xeokit-sdk.min.es5.js +7 -7
  7. package/package.json +1 -1
  8. package/src/plugins/lib/html/MenuEvent.js +2 -2
  9. package/src/viewer/Viewer.js +103 -55
  10. package/src/viewer/scene/canvas/Canvas.js +43 -3
  11. package/src/viewer/scene/geometry/ReadableGeometry.js +25 -0
  12. package/src/viewer/scene/lights/CubeTexture.js +13 -0
  13. package/src/viewer/scene/lights/DirLight.js +1 -2
  14. package/src/viewer/scene/lights/PointLight.js +1 -2
  15. package/src/viewer/scene/materials/Texture.js +9 -0
  16. package/src/viewer/scene/math/rtcCoords.js +38 -1
  17. package/src/viewer/scene/mesh/Mesh.js +212 -454
  18. package/src/viewer/scene/mesh/draw/DrawRenderer.js +998 -0
  19. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +1504 -305
  20. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +259 -0
  21. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +160 -0
  22. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +286 -0
  23. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +263 -0
  24. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +221 -0
  25. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +158 -9
  26. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +223 -0
  27. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +151 -21
  28. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +200 -0
  29. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +124 -12
  30. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +214 -0
  31. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +97 -22
  32. package/src/viewer/scene/model/RENDER_PASSES.js +34 -0
  33. package/src/viewer/scene/model/SceneModel.js +861 -245
  34. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  35. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  36. package/src/viewer/scene/model/dtx/BindableDataTexture.js +31 -0
  37. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +27 -0
  38. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +897 -0
  39. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +46 -0
  40. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +411 -0
  41. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +49 -0
  42. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +208 -0
  43. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +389 -0
  44. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +65 -0
  45. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +1399 -0
  46. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +46 -0
  47. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +250 -0
  48. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +518 -0
  49. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +54 -0
  50. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +639 -0
  51. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +464 -0
  52. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +423 -0
  53. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +431 -0
  54. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +345 -0
  55. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +436 -0
  56. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +466 -0
  57. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +437 -0
  58. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +460 -0
  59. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +437 -0
  60. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +307 -0
  61. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +472 -0
  62. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +474 -0
  63. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +435 -0
  64. package/src/viewer/scene/model/vbo/ScratchMemory.js +63 -0
  65. package/src/viewer/scene/model/vbo/VBORenderer.js +664 -0
  66. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +704 -0
  67. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +19 -0
  68. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +318 -0
  69. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +114 -0
  70. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +99 -0
  71. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +124 -0
  72. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +313 -0
  73. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +311 -0
  74. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +24 -0
  75. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +688 -0
  76. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +24 -0
  77. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +168 -0
  78. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +136 -0
  79. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +156 -0
  80. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +148 -0
  81. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +144 -0
  82. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +107 -0
  83. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +146 -0
  84. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +315 -0
  85. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +305 -0
  86. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +24 -0
  87. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1346 -0
  88. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +131 -0
  89. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +135 -0
  90. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +12 -0
  91. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +403 -0
  92. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +35 -0
  93. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +252 -0
  94. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +294 -0
  95. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +115 -0
  96. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +246 -0
  97. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +139 -0
  98. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +125 -0
  99. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  100. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +144 -0
  101. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +130 -0
  102. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +121 -0
  103. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +131 -0
  104. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +107 -0
  105. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +144 -0
  106. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +313 -0
  107. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +312 -0
  108. package/src/viewer/scene/model/vbo/float16.js +760 -0
  109. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +711 -0
  110. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +148 -0
  111. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +26 -0
  112. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +139 -0
  113. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +127 -0
  114. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +308 -0
  115. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +299 -0
  116. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +733 -0
  117. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +174 -0
  118. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +156 -0
  119. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +149 -0
  120. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +170 -0
  121. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +152 -0
  122. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +26 -0
  123. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +174 -0
  124. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +119 -0
  125. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +154 -0
  126. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +307 -0
  127. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +293 -0
  128. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +150 -0
  129. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1289 -0
  130. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +135 -0
  131. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +137 -0
  132. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +12 -0
  133. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +403 -0
  134. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +267 -0
  135. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +299 -0
  136. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +126 -0
  137. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +255 -0
  138. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +130 -0
  139. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +32 -0
  140. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +138 -0
  141. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +128 -0
  142. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  143. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +149 -0
  144. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +136 -0
  145. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +130 -0
  146. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +145 -0
  147. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +113 -0
  148. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +148 -0
  149. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +319 -0
  150. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +310 -0
  151. package/src/viewer/scene/scene/Scene.js +38 -21
  152. package/src/viewer/scene/webgl/ArrayBuf.js +20 -5
  153. package/src/viewer/scene/webgl/Attribute.js +23 -0
  154. package/src/viewer/scene/webgl/FrameContext.js +86 -14
  155. package/src/viewer/scene/webgl/Program.js +181 -0
  156. package/src/viewer/scene/webgl/RenderBuffer.js +262 -62
  157. package/src/viewer/scene/webgl/RenderBufferManager.js +34 -0
  158. package/src/viewer/scene/webgl/Renderer.js +843 -880
  159. package/src/viewer/scene/webgl/Sampler.js +18 -0
  160. package/src/viewer/scene/webgl/Shader.js +49 -0
  161. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +132 -60
  162. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +328 -167
  163. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +324 -0
  164. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +384 -0
  165. package/src/viewer/utils/os.js +9 -0
  166. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +0 -35
  167. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +0 -34
  168. package/src/viewer/scene/model/layer/DTXLayer.js +0 -940
  169. package/src/viewer/scene/model/layer/Layer.js +0 -786
  170. package/src/viewer/scene/model/layer/VBOLayer.js +0 -1019
  171. package/src/viewer/scene/model/layer/programs/ColorProgram.js +0 -35
  172. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +0 -46
  173. package/src/viewer/scene/model/layer/programs/DepthProgram.js +0 -11
  174. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +0 -12
  175. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +0 -24
  176. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +0 -12
  177. package/src/viewer/scene/model/layer/programs/PBRProgram.js +0 -180
  178. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +0 -30
  179. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +0 -12
  180. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +0 -18
  181. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +0 -23
  182. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +0 -15
  183. package/src/viewer/scene/model/layer/programs/SnapProgram.js +0 -28
  184. package/src/viewer/scene/webgl/WebGLRenderer.js +0 -612
@@ -0,0 +1,518 @@
1
+ import {BindableDataTexture} from "./../../BindableDataTexture.js";
2
+ import {dataTextureRamStats} from "./dataTextureRamStats.js";
3
+
4
+ /**
5
+ * @private
6
+ */
7
+ export class DTXTrianglesTextureFactory {
8
+
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+ constructor() {
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+
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+ }
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+
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+ /**
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+ * Enables the currently binded ````WebGLTexture```` to be used as a data texture.
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+ *
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+ * @param {WebGL2RenderingContext} gl
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+ *
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+ * @private
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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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+ /**
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+ * This will generate an RGBA texture for:
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+ * - colors
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+ * - pickColors
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+ * - flags
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+ * - flags2
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+ * - vertex bases
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+ * - vertex base offsets
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+ *
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+ * The texture will have:
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+ * - 4 RGBA columns per row: for each object (pick) color and flags(2)
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+ * - N rows where N is the number of objects
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+ *
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+ * @param {WebGL2RenderingContext} gl
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+ * @param {ArrayLike<ArrayLike<int>>} colors Array of colors for all objects in the layer
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+ * @param {ArrayLike<ArrayLike<int>>} pickColors Array of pickColors for all objects in the layer
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+ * @param {ArrayLike<int>} vertexBases Array of position-index-bases foteh all objects in the layer
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+ * @param {ArrayLike<int>} indexBaseOffsets For triangles: array of offests between the (gl_VertexID / 3) and the position where the indices start in the texture layer
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+ * @param {ArrayLike<int>} edgeIndexBaseOffsets For edges: Array of offests between the (gl_VertexID / 2) and the position where the edge indices start in the texture layer
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+ * @param {ArrayLike<boolean>} solid Array is-solid flag for all objects in the layer
47
+ *
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+ * @returns {BindableDataTexture}
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+ */
50
+ createTextureForColorsAndFlags(gl, colors, pickColors, vertexBases, indexBaseOffsets, edgeIndexBaseOffsets, solid) {
51
+ const numPortions = colors.length;
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+
53
+ // The number of rows in the texture is the number of
54
+ // objects in the layer.
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+
56
+ this.numPortions = numPortions;
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+
58
+ const textureWidth = 512 * 8;
59
+ const textureHeight = Math.ceil(numPortions / (textureWidth / 8));
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+
61
+ if (textureHeight === 0) {
62
+ throw "texture height===0";
63
+ }
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+
65
+ // 8 columns per texture row:
66
+ // - col0: (RGBA) object color RGBA
67
+ // - col1: (packed Uint32 as RGBA) object pick color
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+ // - col2: (packed 4 bytes as RGBA) object flags
69
+ // - col3: (packed 4 bytes as RGBA) object flags2
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+ // - col4: (packed Uint32 bytes as RGBA) vertex base
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+ // - col5: (packed Uint32 bytes as RGBA) index base offset
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+ // - col6: (packed Uint32 bytes as RGBA) edge index base offset
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+ // - col7: (packed 4 bytes as RGBA) is-solid flag for objects
74
+
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+ const texArray = new Uint8Array(4 * textureWidth * textureHeight);
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+
77
+ dataTextureRamStats.sizeDataColorsAndFlags += texArray.byteLength;
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+ dataTextureRamStats.numberOfTextures++;
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+
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+ for (let i = 0; i < numPortions; i++) {
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+ // object color
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+ texArray.set(colors [i], i * 32 + 0);
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+ texArray.set(pickColors [i], i * 32 + 4); // object pick color
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+ texArray.set([0, 0, 0, 0], i * 32 + 8); // object flags
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+ texArray.set([0, 0, 0, 0], i * 32 + 12); // object flags2
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+
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+ // vertex base
88
+ texArray.set([
89
+ (vertexBases[i] >> 24) & 255,
90
+ (vertexBases[i] >> 16) & 255,
91
+ (vertexBases[i] >> 8) & 255,
92
+ (vertexBases[i]) & 255,
93
+ ],
94
+ i * 32 + 16
95
+ );
96
+
97
+ // triangles index base offset
98
+ texArray.set(
99
+ [
100
+ (indexBaseOffsets[i] >> 24) & 255,
101
+ (indexBaseOffsets[i] >> 16) & 255,
102
+ (indexBaseOffsets[i] >> 8) & 255,
103
+ (indexBaseOffsets[i]) & 255,
104
+ ],
105
+ i * 32 + 20
106
+ );
107
+
108
+ // edge index base offset
109
+ texArray.set(
110
+ [
111
+ (edgeIndexBaseOffsets[i] >> 24) & 255,
112
+ (edgeIndexBaseOffsets[i] >> 16) & 255,
113
+ (edgeIndexBaseOffsets[i] >> 8) & 255,
114
+ (edgeIndexBaseOffsets[i]) & 255,
115
+ ],
116
+ i * 32 + 24
117
+ );
118
+
119
+ // is-solid flag
120
+ texArray.set([solid[i] ? 1 : 0, 0, 0, 0], i * 32 + 28);
121
+ }
122
+ const texture = gl.createTexture();
123
+ gl.bindTexture(gl.TEXTURE_2D, texture);
124
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8UI, textureWidth, textureHeight);
125
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, texArray, 0);
126
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
127
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
128
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
129
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
130
+ gl.bindTexture(gl.TEXTURE_2D, null);
131
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight, texArray);
132
+ }
133
+
134
+ /**
135
+ * This will generate a texture for all object offsets.
136
+ *
137
+ * @param {WebGL2RenderingContext} gl
138
+ * @param {int[]} offsets Array of int[3], one XYZ offset array for each object
139
+ *
140
+ * @returns {BindableDataTexture}
141
+ */
142
+ createTextureForObjectOffsets(gl, numOffsets) {
143
+ const textureWidth = 512;
144
+ const textureHeight = Math.ceil(numOffsets / textureWidth);
145
+ if (textureHeight === 0) {
146
+ throw "texture height===0";
147
+ }
148
+ const texArray = new Float32Array(3 * textureWidth * textureHeight).fill(0);
149
+ dataTextureRamStats.sizeDataTextureOffsets += texArray.byteLength;
150
+ dataTextureRamStats.numberOfTextures++;
151
+ const texture = gl.createTexture();
152
+ gl.bindTexture(gl.TEXTURE_2D, texture);
153
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB32F, textureWidth, textureHeight);
154
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGB, gl.FLOAT, texArray, 0);
155
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
156
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
157
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
158
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
159
+ gl.bindTexture(gl.TEXTURE_2D, null);
160
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight, texArray);
161
+ }
162
+
163
+ /**
164
+ * This will generate a texture for all positions decode matrices in the layer.
165
+ *
166
+ * The texture will have:
167
+ * - 4 RGBA columns per row (each column will contain 4 packed half-float (16 bits) components).
168
+ * Thus, each row will contain 16 packed half-floats corresponding to a complete positions decode matrix)
169
+ * - N rows where N is the number of objects
170
+ *
171
+ * @param {WebGL2RenderingContext} gl
172
+ * @param {ArrayLike<Matrix4x4>} instanceMatrices Array of geometry instancing matrices for all objects in the layer. Null if the objects are not instanced.
173
+ *
174
+ * @returns {BindableDataTexture}
175
+ */
176
+ createTextureForInstancingMatrices(gl, instanceMatrices) {
177
+ const numMatrices = instanceMatrices.length;
178
+ if (numMatrices === 0) {
179
+ throw "num instance matrices===0";
180
+ }
181
+ // in one row we can fit 512 matrices
182
+ const textureWidth = 512 * 4;
183
+ const textureHeight = Math.ceil(numMatrices / (textureWidth / 4));
184
+ const texArray = new Float32Array(4 * textureWidth * textureHeight);
185
+ // dataTextureRamStats.sizeDataPositionDecodeMatrices += texArray.byteLength;
186
+ dataTextureRamStats.numberOfTextures++;
187
+ for (let i = 0; i < instanceMatrices.length; i++) { // 4x4 values
188
+ texArray.set(instanceMatrices[i], i * 16);
189
+ }
190
+ const texture = gl.createTexture();
191
+ gl.bindTexture(gl.TEXTURE_2D, texture);
192
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32F, textureWidth, textureHeight);
193
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGBA, gl.FLOAT, texArray, 0);
194
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
195
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
196
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
197
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
198
+ gl.bindTexture(gl.TEXTURE_2D, null);
199
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight, texArray);
200
+ }
201
+
202
+ /**
203
+ * This will generate a texture for all positions decode matrices in the layer.
204
+ *
205
+ * The texture will have:
206
+ * - 4 RGBA columns per row (each column will contain 4 packed half-float (16 bits) components).
207
+ * Thus, each row will contain 16 packed half-floats corresponding to a complete positions decode matrix)
208
+ * - N rows where N is the number of objects
209
+ *
210
+ * @param {WebGL2RenderingContext} gl
211
+ * @param {ArrayLike<Matrix4x4>} positionDecodeMatrices Array of positions decode matrices for all objects in the layer
212
+ *
213
+ * @returns {BindableDataTexture}
214
+ */
215
+ createTextureForPositionsDecodeMatrices(gl, positionDecodeMatrices) {
216
+ const numMatrices = positionDecodeMatrices.length;
217
+ if (numMatrices === 0) {
218
+ throw "num decode+entity matrices===0";
219
+ }
220
+ // in one row we can fit 512 matrices
221
+ const textureWidth = 512 * 4;
222
+ const textureHeight = Math.ceil(numMatrices / (textureWidth / 4));
223
+ const texArray = new Float32Array(4 * textureWidth * textureHeight);
224
+ dataTextureRamStats.sizeDataPositionDecodeMatrices += texArray.byteLength;
225
+ dataTextureRamStats.numberOfTextures++;
226
+ for (let i = 0; i < positionDecodeMatrices.length; i++) { // 4x4 values
227
+ texArray.set(positionDecodeMatrices[i], i * 16);
228
+ }
229
+ const texture = gl.createTexture();
230
+ gl.bindTexture(gl.TEXTURE_2D, texture);
231
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA32F, textureWidth, textureHeight);
232
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGBA, gl.FLOAT, texArray, 0);
233
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
234
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
235
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
236
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
237
+ gl.bindTexture(gl.TEXTURE_2D, null);
238
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
239
+ }
240
+
241
+ /**
242
+ * @param {WebGL2RenderingContext} gl
243
+ * @param indicesArrays
244
+ * @param lenIndices
245
+ *
246
+ * @returns {BindableDataTexture}
247
+ */
248
+ createTextureFor8BitIndices(gl, indicesArrays, lenIndices) {
249
+ if (lenIndices === 0) {
250
+ return {texture: null, textureHeight: 0,};
251
+ }
252
+ const textureWidth = 4096;
253
+ const textureHeight = Math.ceil(lenIndices / 3 / textureWidth);
254
+ if (textureHeight === 0) {
255
+ throw "texture height===0";
256
+ }
257
+ const texArraySize = textureWidth * textureHeight * 3;
258
+ const texArray = new Uint8Array(texArraySize);
259
+ dataTextureRamStats.sizeDataTextureIndices += texArray.byteLength;
260
+ dataTextureRamStats.numberOfTextures++;
261
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
262
+ const pc = indicesArrays[i];
263
+ texArray.set(pc, j);
264
+ j += pc.length;
265
+ }
266
+ const texture = gl.createTexture();
267
+ gl.bindTexture(gl.TEXTURE_2D, texture);
268
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB8UI, textureWidth, textureHeight);
269
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGB_INTEGER, gl.UNSIGNED_BYTE, texArray, 0);
270
+ this.disableBindedTextureFiltering(gl);
271
+ gl.bindTexture(gl.TEXTURE_2D, null);
272
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
273
+ }
274
+
275
+ /**
276
+ * @param {WebGL2RenderingContext} gl
277
+ * @param indicesArrays
278
+ * @param lenIndices
279
+ *
280
+ * @returns {BindableDataTexture}
281
+ */
282
+ createTextureFor16BitIndices(gl, indicesArrays, lenIndices) {
283
+ if (lenIndices === 0) {
284
+ return {texture: null, textureHeight: 0,};
285
+ }
286
+ const textureWidth = 4096;
287
+ const textureHeight = Math.ceil(lenIndices / 3 / textureWidth);
288
+ if (textureHeight === 0) {
289
+ throw "texture height===0";
290
+ }
291
+ const texArraySize = textureWidth * textureHeight * 3;
292
+ const texArray = new Uint16Array(texArraySize);
293
+ dataTextureRamStats.sizeDataTextureIndices += texArray.byteLength;
294
+ dataTextureRamStats.numberOfTextures++;
295
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
296
+ const pc = indicesArrays[i];
297
+ texArray.set(pc, j);
298
+ j += pc.length;
299
+ }
300
+ const texture = gl.createTexture();
301
+ gl.bindTexture(gl.TEXTURE_2D, texture);
302
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB16UI, textureWidth, textureHeight);
303
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGB_INTEGER, gl.UNSIGNED_SHORT, texArray, 0);
304
+ this.disableBindedTextureFiltering(gl);
305
+ gl.bindTexture(gl.TEXTURE_2D, null);
306
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
307
+ }
308
+
309
+ /**
310
+ * @param {WebGL2RenderingContext} gl
311
+ * @param indicesArrays
312
+ * @param lenIndices
313
+ *
314
+ * @returns {BindableDataTexture}
315
+ */
316
+ createTextureFor32BitIndices(gl, indicesArrays, lenIndices) {
317
+ if (lenIndices === 0) {
318
+ return {texture: null, textureHeight: 0,};
319
+ }
320
+ const textureWidth = 4096;
321
+ const textureHeight = Math.ceil(lenIndices / 3 / textureWidth);
322
+ if (textureHeight === 0) {
323
+ throw "texture height===0";
324
+ }
325
+ const texArraySize = textureWidth * textureHeight * 3;
326
+ const texArray = new Uint32Array(texArraySize);
327
+ dataTextureRamStats.sizeDataTextureIndices += texArray.byteLength;
328
+ dataTextureRamStats.numberOfTextures++;
329
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
330
+ const pc = indicesArrays[i];
331
+ texArray.set(pc, j);
332
+ j += pc.length;
333
+ }
334
+ const texture = gl.createTexture();
335
+ gl.bindTexture(gl.TEXTURE_2D, texture);
336
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB32UI, textureWidth, textureHeight);
337
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGB_INTEGER, gl.UNSIGNED_INT, texArray, 0);
338
+ this.disableBindedTextureFiltering(gl);
339
+ gl.bindTexture(gl.TEXTURE_2D, null);
340
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
341
+ }
342
+
343
+ /**
344
+ * @param {WebGL2RenderingContext} gl
345
+ * @param indicesArrays
346
+ * @param lenIndices
347
+ *
348
+ * @returns {BindableDataTexture}
349
+ */
350
+ createTextureFor8BitsEdgeIndices(gl, indicesArrays, lenIndices) {
351
+ if (lenIndices === 0) {
352
+ return {texture: null, textureHeight: 0,};
353
+ }
354
+ const textureWidth = 4096;
355
+ const textureHeight = Math.ceil(lenIndices / 2 / textureWidth);
356
+ if (textureHeight === 0) {
357
+ throw "texture height===0";
358
+ }
359
+ const texArraySize = textureWidth * textureHeight * 2;
360
+ const texArray = new Uint8Array(texArraySize);
361
+ dataTextureRamStats.sizeDataTextureEdgeIndices += texArray.byteLength;
362
+ dataTextureRamStats.numberOfTextures++;
363
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
364
+ const pc = indicesArrays[i];
365
+ texArray.set(pc, j);
366
+ j += pc.length;
367
+ }
368
+ const texture = gl.createTexture();
369
+ gl.bindTexture(gl.TEXTURE_2D, texture);
370
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RG8UI, textureWidth, textureHeight);
371
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RG_INTEGER, gl.UNSIGNED_BYTE, texArray, 0);
372
+ this.disableBindedTextureFiltering(gl);
373
+ gl.bindTexture(gl.TEXTURE_2D, null);
374
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
375
+ }
376
+
377
+ /**
378
+ * @param {WebGL2RenderingContext} gl
379
+ * @param indicesArrays
380
+ * @param lenIndices
381
+ *
382
+ * @returns {BindableDataTexture}
383
+ */
384
+ createTextureFor16BitsEdgeIndices(gl, indicesArrays, lenIndices) {
385
+ if (lenIndices === 0) {
386
+ return {texture: null, textureHeight: 0,};
387
+ }
388
+ const textureWidth = 4096;
389
+ const textureHeight = Math.ceil(lenIndices / 2 / textureWidth);
390
+ if (textureHeight === 0) {
391
+ throw "texture height===0";
392
+ }
393
+ const texArraySize = textureWidth * textureHeight * 2;
394
+ const texArray = new Uint16Array(texArraySize);
395
+ dataTextureRamStats.sizeDataTextureEdgeIndices += texArray.byteLength;
396
+ dataTextureRamStats.numberOfTextures++;
397
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
398
+ const pc = indicesArrays[i];
399
+ texArray.set(pc, j);
400
+ j += pc.length;
401
+ }
402
+ const texture = gl.createTexture();
403
+ gl.bindTexture(gl.TEXTURE_2D, texture);
404
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RG16UI, textureWidth, textureHeight);
405
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RG_INTEGER, gl.UNSIGNED_SHORT, texArray, 0);
406
+ this.disableBindedTextureFiltering(gl);
407
+ gl.bindTexture(gl.TEXTURE_2D, null);
408
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
409
+ }
410
+
411
+ /**
412
+ * @param {WebGL2RenderingContext} gl
413
+ * @param indicesArrays
414
+ * @param lenIndices
415
+ *
416
+ * @returns {BindableDataTexture}
417
+ */
418
+ createTextureFor32BitsEdgeIndices(gl, indicesArrays, lenIndices) {
419
+ if (lenIndices === 0) {
420
+ return {texture: null, textureHeight: 0,};
421
+ }
422
+ const textureWidth = 4096;
423
+ const textureHeight = Math.ceil(lenIndices / 2 / textureWidth);
424
+ if (textureHeight === 0) {
425
+ throw "texture height===0";
426
+ }
427
+ const texArraySize = textureWidth * textureHeight * 2;
428
+ const texArray = new Uint32Array(texArraySize);
429
+ dataTextureRamStats.sizeDataTextureEdgeIndices += texArray.byteLength;
430
+ dataTextureRamStats.numberOfTextures++;
431
+ for (let i = 0, j = 0, len = indicesArrays.length; i < len; i++) {
432
+ const pc = indicesArrays[i];
433
+ texArray.set(pc, j);
434
+ j += pc.length;
435
+ }
436
+ const texture = gl.createTexture();
437
+ gl.bindTexture(gl.TEXTURE_2D, texture);
438
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RG32UI, textureWidth, textureHeight);
439
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RG_INTEGER, gl.UNSIGNED_INT, texArray, 0);
440
+ this.disableBindedTextureFiltering(gl);
441
+ gl.bindTexture(gl.TEXTURE_2D, null);
442
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
443
+ }
444
+
445
+ /**
446
+ * @param {WebGL2RenderingContext} gl
447
+ * @param {ArrayLike<int>} positionsArrays Arrays of quantized positions in the layer
448
+ * @param lenPositions
449
+ *
450
+ * This will generate a texture for positions in the layer.
451
+ *
452
+ * The texture will have:
453
+ * - 1024 columns, where each pixel will be a 16-bit-per-component RGB texture, corresponding to the XYZ of the position
454
+ * - a number of rows R where R*1024 is just >= than the number of vertices (positions / 3)
455
+ *
456
+ * @returns {BindableDataTexture}
457
+ */
458
+ createTextureForPositions(gl, positionsArrays, lenPositions) {
459
+ const numVertices = lenPositions / 3;
460
+ const textureWidth = 4096;
461
+ const textureHeight = Math.ceil(numVertices / textureWidth);
462
+ if (textureHeight === 0) {
463
+ throw "texture height===0";
464
+ }
465
+ const texArraySize = textureWidth * textureHeight * 3;
466
+ const texArray = new Uint16Array(texArraySize);
467
+ dataTextureRamStats.sizeDataTexturePositions += texArray.byteLength;
468
+ dataTextureRamStats.numberOfTextures++;
469
+ for (let i = 0, j = 0, len = positionsArrays.length; i < len; i++) {
470
+ const pc = positionsArrays[i];
471
+ texArray.set(pc, j);
472
+ j += pc.length;
473
+ }
474
+ const texture = gl.createTexture();
475
+ gl.bindTexture(gl.TEXTURE_2D, texture);
476
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGB16UI, textureWidth, textureHeight);
477
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RGB_INTEGER, gl.UNSIGNED_SHORT, texArray, 0);
478
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
479
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
480
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
481
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
482
+ gl.bindTexture(gl.TEXTURE_2D, null);
483
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
484
+ }
485
+
486
+ /**
487
+ * @param {WebGL2RenderingContext} gl
488
+ * @param {ArrayLike<int>} portionIdsArray
489
+ *
490
+ * @returns {BindableDataTexture}
491
+ */
492
+ createTextureForPackedPortionIds(gl, portionIdsArray) {
493
+ if (portionIdsArray.length === 0) {
494
+ return {texture: null, textureHeight: 0,};
495
+ }
496
+ const lenArray = portionIdsArray.length;
497
+ const textureWidth = 4096;
498
+ const textureHeight = Math.ceil(lenArray / textureWidth);
499
+ if (textureHeight === 0) {
500
+ throw "texture height===0";
501
+ }
502
+ const texArraySize = textureWidth * textureHeight;
503
+ const texArray = new Uint16Array(texArraySize);
504
+ texArray.set(portionIdsArray, 0);
505
+ dataTextureRamStats.sizeDataTexturePortionIds += texArray.byteLength;
506
+ dataTextureRamStats.numberOfTextures++;
507
+ const texture = gl.createTexture();
508
+ gl.bindTexture(gl.TEXTURE_2D, texture);
509
+ gl.texStorage2D(gl.TEXTURE_2D, 1, gl.R16UI, textureWidth, textureHeight);
510
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, textureWidth, textureHeight, gl.RED_INTEGER, gl.UNSIGNED_SHORT, texArray, 0);
511
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
512
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
513
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
514
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
515
+ gl.bindTexture(gl.TEXTURE_2D, null);
516
+ return new BindableDataTexture(gl, texture, textureWidth, textureHeight);
517
+ }
518
+ }
@@ -0,0 +1,54 @@
1
+ export const dataTextureRamStats = {
2
+ sizeDataColorsAndFlags: 0,
3
+ sizeDataPositionDecodeMatrices: 0,
4
+ sizeDataTextureOffsets: 0,
5
+ sizeDataTexturePositions: 0,
6
+ sizeDataTextureIndices: 0,
7
+ sizeDataTextureEdgeIndices: 0,
8
+ sizeDataTexturePortionIds: 0,
9
+ numberOfGeometries: 0,
10
+ numberOfPortions: 0,
11
+ numberOfLayers: 0,
12
+ numberOfTextures: 0,
13
+ totalPolygons: 0,
14
+ totalPolygons8Bits: 0,
15
+ totalPolygons16Bits: 0,
16
+ totalPolygons32Bits: 0,
17
+ totalEdges: 0,
18
+ totalEdges8Bits: 0,
19
+ totalEdges16Bits: 0,
20
+ totalEdges32Bits: 0,
21
+ cannotCreatePortion: {
22
+ because10BitsObjectId: 0,
23
+ becauseTextureSize: 0,
24
+ },
25
+ overheadSizeAlignementIndices: 0,
26
+ overheadSizeAlignementEdgeIndices: 0,
27
+ };
28
+
29
+ window.printDataTextureRamStats = function () {
30
+
31
+ console.log(JSON.stringify(dataTextureRamStats, null, 4));
32
+
33
+ let totalRamSize = 0;
34
+
35
+ Object.keys(dataTextureRamStats).forEach(key => {
36
+ if (key.startsWith("size")) {
37
+ totalRamSize += dataTextureRamStats[key];
38
+ }
39
+ });
40
+
41
+ console.log(`Total size ${totalRamSize} bytes (${(totalRamSize / 1000 / 1000).toFixed(2)} MB)`);
42
+ console.log(`Avg bytes / triangle: ${(totalRamSize / dataTextureRamStats.totalPolygons).toFixed(2)}`);
43
+
44
+ let percentualRamStats = {};
45
+
46
+ Object.keys(dataTextureRamStats).forEach(key => {
47
+ if (key.startsWith("size")) {
48
+ percentualRamStats[key] =
49
+ `${(dataTextureRamStats[key] / totalRamSize * 100).toFixed(2)} % of total`;
50
+ }
51
+ });
52
+
53
+ console.log(JSON.stringify({percentualRamUsage: percentualRamStats}, null, 4));
54
+ };