Allow TileTexture to select float or int based textures.
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@@ -15,6 +15,7 @@ function bindAndConfigure(gl, texture) {
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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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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}
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/**
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@@ -61,6 +62,8 @@ function uploadDataTexture(gl, texture, data, size, bandCount) {
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}
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}
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const texType = data instanceof Float32Array ? gl.FLOAT : gl.UNSIGNED_BYTE;
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gl.texImage2D(
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gl.TEXTURE_2D,
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0,
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@@ -69,7 +72,7 @@ function uploadDataTexture(gl, texture, data, size, bandCount) {
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size[1],
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0,
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format,
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gl.UNSIGNED_BYTE,
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texType,
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data
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);
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}
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@@ -149,8 +152,12 @@ class TileTexture extends EventTarget {
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}
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const data = tile.getData();
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const isFloat = data instanceof Float32Array;
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const pixelCount = this.size[0] * this.size[1];
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this.bandCount = data.byteLength / pixelCount;
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// Float arrays feature four bytes per element,
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// BYTES_PER_ELEMENT throws a TypeScript exception but would handle
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// this better for more varied typed arrays.
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this.bandCount = data.byteLength / (isFloat ? 4 : 1) / pixelCount;
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const textureCount = Math.ceil(this.bandCount / 4);
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if (textureCount === 1) {
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@@ -160,6 +167,8 @@ class TileTexture extends EventTarget {
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return;
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}
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const DataType = isFloat ? Float32Array : Uint8Array;
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const textureDataArrays = new Array(textureCount);
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for (let textureIndex = 0; textureIndex < textureCount; ++textureIndex) {
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const texture = gl.createTexture();
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@@ -167,7 +176,7 @@ class TileTexture extends EventTarget {
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const bandCount =
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textureIndex < textureCount - 1 ? 4 : this.bandCount % 4;
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textureDataArrays[textureIndex] = new Uint8Array(pixelCount * bandCount);
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textureDataArrays[textureIndex] = new DataType(pixelCount * bandCount);
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}
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const valueCount = pixelCount * this.bandCount;
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