@xeokit/xeokit-sdk 2.6.92 → 2.6.94

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 (182) hide show
  1. package/dist/xeokit-sdk.cjs.js +13076 -44663
  2. package/dist/xeokit-sdk.es.js +13077 -44662
  3. package/dist/xeokit-sdk.es5.js +1404 -3502
  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/viewer/Viewer.js +55 -103
  9. package/src/viewer/scene/canvas/Canvas.js +3 -43
  10. package/src/viewer/scene/geometry/ReadableGeometry.js +0 -25
  11. package/src/viewer/scene/lights/CubeTexture.js +0 -13
  12. package/src/viewer/scene/lights/DirLight.js +3 -2
  13. package/src/viewer/scene/lights/PointLight.js +2 -1
  14. package/src/viewer/scene/materials/Texture.js +0 -9
  15. package/src/viewer/scene/math/rtcCoords.js +1 -38
  16. package/src/viewer/scene/mesh/Mesh.js +454 -212
  17. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +305 -1504
  18. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +35 -0
  19. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +34 -0
  20. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +9 -158
  21. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +21 -151
  22. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +12 -124
  23. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +22 -97
  24. package/src/viewer/scene/model/SceneModel.js +248 -852
  25. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  26. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  27. package/src/viewer/scene/model/layer/DTXLayer.js +940 -0
  28. package/src/viewer/scene/model/layer/Layer.js +788 -0
  29. package/src/viewer/scene/model/layer/VBOLayer.js +1019 -0
  30. package/src/viewer/scene/model/layer/programs/ColorProgram.js +35 -0
  31. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +46 -0
  32. package/src/viewer/scene/model/layer/programs/DepthProgram.js +11 -0
  33. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +12 -0
  34. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +24 -0
  35. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +12 -0
  36. package/src/viewer/scene/model/layer/programs/PBRProgram.js +180 -0
  37. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +30 -0
  38. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +12 -0
  39. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +18 -0
  40. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +23 -0
  41. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +15 -0
  42. package/src/viewer/scene/model/layer/programs/SnapProgram.js +29 -0
  43. package/src/viewer/scene/scene/Scene.js +22 -39
  44. package/src/viewer/scene/webgl/ArrayBuf.js +5 -20
  45. package/src/viewer/scene/webgl/FrameContext.js +14 -86
  46. package/src/viewer/scene/webgl/RenderBuffer.js +62 -262
  47. package/src/viewer/scene/webgl/Renderer.js +880 -843
  48. package/src/viewer/scene/webgl/WebGLRenderer.js +612 -0
  49. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +60 -132
  50. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +167 -328
  51. package/src/viewer/scene/mesh/draw/DrawRenderer.js +0 -998
  52. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +0 -259
  53. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +0 -160
  54. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +0 -286
  55. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +0 -263
  56. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +0 -221
  57. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +0 -223
  58. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +0 -200
  59. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +0 -214
  60. package/src/viewer/scene/model/RENDER_PASSES.js +0 -34
  61. package/src/viewer/scene/model/dtx/BindableDataTexture.js +0 -31
  62. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +0 -27
  63. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +0 -897
  64. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +0 -46
  65. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +0 -411
  66. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +0 -49
  67. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +0 -208
  68. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +0 -389
  69. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +0 -65
  70. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +0 -1399
  71. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +0 -46
  72. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +0 -250
  73. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +0 -518
  74. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +0 -54
  75. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +0 -639
  76. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +0 -464
  77. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +0 -423
  78. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +0 -431
  79. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +0 -345
  80. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +0 -436
  81. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +0 -466
  82. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +0 -437
  83. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +0 -460
  84. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +0 -437
  85. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +0 -307
  86. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +0 -472
  87. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +0 -474
  88. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +0 -435
  89. package/src/viewer/scene/model/vbo/ScratchMemory.js +0 -63
  90. package/src/viewer/scene/model/vbo/VBORenderer.js +0 -664
  91. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +0 -704
  92. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +0 -19
  93. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +0 -318
  94. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +0 -114
  95. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +0 -99
  96. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +0 -124
  97. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +0 -313
  98. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +0 -311
  99. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +0 -24
  100. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +0 -688
  101. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +0 -24
  102. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +0 -168
  103. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +0 -136
  104. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +0 -156
  105. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +0 -148
  106. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +0 -144
  107. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +0 -107
  108. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +0 -146
  109. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +0 -315
  110. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +0 -305
  111. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +0 -24
  112. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +0 -1346
  113. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +0 -131
  114. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +0 -135
  115. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +0 -12
  116. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +0 -403
  117. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +0 -35
  118. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +0 -252
  119. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +0 -294
  120. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +0 -115
  121. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +0 -246
  122. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +0 -139
  123. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +0 -125
  124. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  125. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +0 -144
  126. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +0 -130
  127. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -121
  128. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -131
  129. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +0 -107
  130. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -144
  131. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +0 -313
  132. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +0 -312
  133. package/src/viewer/scene/model/vbo/float16.js +0 -760
  134. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +0 -711
  135. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +0 -148
  136. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +0 -26
  137. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +0 -139
  138. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +0 -127
  139. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +0 -308
  140. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +0 -299
  141. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +0 -733
  142. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +0 -174
  143. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +0 -156
  144. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +0 -149
  145. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +0 -170
  146. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +0 -152
  147. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +0 -26
  148. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +0 -174
  149. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +0 -119
  150. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +0 -154
  151. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +0 -307
  152. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +0 -293
  153. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +0 -150
  154. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +0 -1289
  155. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +0 -135
  156. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +0 -137
  157. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +0 -12
  158. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +0 -403
  159. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +0 -267
  160. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +0 -299
  161. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +0 -126
  162. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +0 -255
  163. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +0 -130
  164. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +0 -32
  165. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +0 -138
  166. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +0 -128
  167. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +0 -561
  168. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +0 -149
  169. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +0 -136
  170. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +0 -130
  171. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +0 -145
  172. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +0 -113
  173. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +0 -148
  174. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +0 -319
  175. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +0 -310
  176. package/src/viewer/scene/webgl/Attribute.js +0 -23
  177. package/src/viewer/scene/webgl/Program.js +0 -181
  178. package/src/viewer/scene/webgl/RenderBufferManager.js +0 -34
  179. package/src/viewer/scene/webgl/Sampler.js +0 -18
  180. package/src/viewer/scene/webgl/Shader.js +0 -49
  181. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +0 -324
  182. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +0 -384
@@ -1,518 +0,0 @@
1
- import {BindableDataTexture} from "./../../BindableDataTexture.js";
2
- import {dataTextureRamStats} from "./dataTextureRamStats.js";
3
-
4
- /**
5
- * @private
6
- */
7
- export class DTXTrianglesTextureFactory {
8
-
9
- constructor() {
10
-
11
- }
12
-
13
- /**
14
- * Enables the currently binded ````WebGLTexture```` to be used as a data texture.
15
- *
16
- * @param {WebGL2RenderingContext} gl
17
- *
18
- * @private
19
- */
20
- disableBindedTextureFiltering(gl) {
21
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
22
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
23
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
24
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
25
- }
26
-
27
- /**
28
- * This will generate an RGBA texture for:
29
- * - colors
30
- * - pickColors
31
- * - flags
32
- * - flags2
33
- * - vertex bases
34
- * - vertex base offsets
35
- *
36
- * The texture will have:
37
- * - 4 RGBA columns per row: for each object (pick) color and flags(2)
38
- * - N rows where N is the number of objects
39
- *
40
- * @param {WebGL2RenderingContext} gl
41
- * @param {ArrayLike<ArrayLike<int>>} colors Array of colors for all objects in the layer
42
- * @param {ArrayLike<ArrayLike<int>>} pickColors Array of pickColors for all objects in the layer
43
- * @param {ArrayLike<int>} vertexBases Array of position-index-bases foteh all objects in the layer
44
- * @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
45
- * @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
46
- * @param {ArrayLike<boolean>} solid Array is-solid flag for all objects in the layer
47
- *
48
- * @returns {BindableDataTexture}
49
- */
50
- createTextureForColorsAndFlags(gl, colors, pickColors, vertexBases, indexBaseOffsets, edgeIndexBaseOffsets, solid) {
51
- const numPortions = colors.length;
52
-
53
- // The number of rows in the texture is the number of
54
- // objects in the layer.
55
-
56
- this.numPortions = numPortions;
57
-
58
- const textureWidth = 512 * 8;
59
- const textureHeight = Math.ceil(numPortions / (textureWidth / 8));
60
-
61
- if (textureHeight === 0) {
62
- throw "texture height===0";
63
- }
64
-
65
- // 8 columns per texture row:
66
- // - col0: (RGBA) object color RGBA
67
- // - col1: (packed Uint32 as RGBA) object pick color
68
- // - col2: (packed 4 bytes as RGBA) object flags
69
- // - col3: (packed 4 bytes as RGBA) object flags2
70
- // - col4: (packed Uint32 bytes as RGBA) vertex base
71
- // - col5: (packed Uint32 bytes as RGBA) index base offset
72
- // - col6: (packed Uint32 bytes as RGBA) edge index base offset
73
- // - col7: (packed 4 bytes as RGBA) is-solid flag for objects
74
-
75
- const texArray = new Uint8Array(4 * textureWidth * textureHeight);
76
-
77
- dataTextureRamStats.sizeDataColorsAndFlags += texArray.byteLength;
78
- dataTextureRamStats.numberOfTextures++;
79
-
80
- for (let i = 0; i < numPortions; i++) {
81
- // object color
82
- texArray.set(colors [i], i * 32 + 0);
83
- texArray.set(pickColors [i], i * 32 + 4); // object pick color
84
- texArray.set([0, 0, 0, 0], i * 32 + 8); // object flags
85
- texArray.set([0, 0, 0, 0], i * 32 + 12); // object flags2
86
-
87
- // 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
- }
@@ -1,54 +0,0 @@
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
- };