@deck.gl/core 9.3.0-alpha.3 → 9.3.0-alpha.6

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Files changed (88) hide show
  1. package/dist/controllers/terrain-controller.d.ts +7 -6
  2. package/dist/controllers/terrain-controller.d.ts.map +1 -1
  3. package/dist/controllers/terrain-controller.js +58 -39
  4. package/dist/controllers/terrain-controller.js.map +1 -1
  5. package/dist/dist.dev.js +3748 -1377
  6. package/dist/index.cjs +545 -219
  7. package/dist/index.cjs.map +4 -4
  8. package/dist/lib/attribute/gl-utils.d.ts +1 -2
  9. package/dist/lib/attribute/gl-utils.d.ts.map +1 -1
  10. package/dist/lib/attribute/gl-utils.js +2 -2
  11. package/dist/lib/attribute/gl-utils.js.map +1 -1
  12. package/dist/lib/deck-picker.d.ts +3 -2
  13. package/dist/lib/deck-picker.d.ts.map +1 -1
  14. package/dist/lib/deck-picker.js +74 -17
  15. package/dist/lib/deck-picker.js.map +1 -1
  16. package/dist/lib/deck.d.ts +62 -0
  17. package/dist/lib/deck.d.ts.map +1 -1
  18. package/dist/lib/deck.js +219 -77
  19. package/dist/lib/deck.js.map +1 -1
  20. package/dist/lib/init.js +2 -2
  21. package/dist/lib/layer.d.ts.map +1 -1
  22. package/dist/lib/layer.js +60 -9
  23. package/dist/lib/layer.js.map +1 -1
  24. package/dist/lib/view-manager.js +1 -1
  25. package/dist/lib/view-manager.js.map +1 -1
  26. package/dist/passes/layers-pass.d.ts.map +1 -1
  27. package/dist/passes/layers-pass.js +13 -0
  28. package/dist/passes/layers-pass.js.map +1 -1
  29. package/dist/passes/pick-layers-pass.d.ts.map +1 -1
  30. package/dist/passes/pick-layers-pass.js +7 -2
  31. package/dist/passes/pick-layers-pass.js.map +1 -1
  32. package/dist/passes/screen-pass-uniforms.d.ts +1 -1
  33. package/dist/passes/screen-pass-uniforms.js +1 -1
  34. package/dist/shaderlib/color/color.d.ts +1 -4
  35. package/dist/shaderlib/color/color.d.ts.map +1 -1
  36. package/dist/shaderlib/color/color.js +0 -12
  37. package/dist/shaderlib/color/color.js.map +1 -1
  38. package/dist/shaderlib/index.d.ts +1 -2
  39. package/dist/shaderlib/index.d.ts.map +1 -1
  40. package/dist/shaderlib/index.js +1 -2
  41. package/dist/shaderlib/index.js.map +1 -1
  42. package/dist/shaderlib/misc/layer-uniforms.d.ts +3 -2
  43. package/dist/shaderlib/misc/layer-uniforms.d.ts.map +1 -1
  44. package/dist/shaderlib/misc/layer-uniforms.js +10 -1
  45. package/dist/shaderlib/misc/layer-uniforms.js.map +1 -1
  46. package/dist/shaderlib/picking/picking.d.ts +5 -3
  47. package/dist/shaderlib/picking/picking.d.ts.map +1 -1
  48. package/dist/shaderlib/picking/picking.js +29 -0
  49. package/dist/shaderlib/picking/picking.js.map +1 -1
  50. package/dist/shaderlib/project/project.glsl.js +1 -1
  51. package/dist/shaderlib/project/project.wgsl.d.ts.map +1 -1
  52. package/dist/shaderlib/project/project.wgsl.js +4 -6
  53. package/dist/shaderlib/project/project.wgsl.js.map +1 -1
  54. package/dist/shaderlib/shadow/shadow.d.ts +2 -2
  55. package/dist/shaderlib/shadow/shadow.js +1 -1
  56. package/dist/transitions/gpu-interpolation-transition.js +2 -2
  57. package/dist/transitions/gpu-interpolation-transition.js.map +1 -1
  58. package/dist/transitions/gpu-spring-transition.js +1 -1
  59. package/dist/transitions/gpu-transition-utils.d.ts.map +1 -1
  60. package/dist/transitions/gpu-transition-utils.js +3 -4
  61. package/dist/transitions/gpu-transition-utils.js.map +1 -1
  62. package/dist/utils/texture.d.ts.map +1 -1
  63. package/dist/utils/texture.js +3 -0
  64. package/dist/utils/texture.js.map +1 -1
  65. package/dist/utils/typed-array-manager.js.map +1 -1
  66. package/dist.min.js +582 -247
  67. package/package.json +8 -9
  68. package/src/controllers/terrain-controller.ts +60 -51
  69. package/src/lib/attribute/gl-utils.ts +2 -2
  70. package/src/lib/deck-picker.ts +98 -17
  71. package/src/lib/deck.ts +334 -86
  72. package/src/lib/layer.ts +98 -8
  73. package/src/lib/view-manager.ts +1 -1
  74. package/src/passes/layers-pass.ts +21 -1
  75. package/src/passes/pick-layers-pass.ts +6 -2
  76. package/src/passes/screen-pass-uniforms.ts +1 -1
  77. package/src/shaderlib/color/color.ts +0 -12
  78. package/src/shaderlib/index.ts +1 -3
  79. package/src/shaderlib/misc/layer-uniforms.ts +11 -1
  80. package/src/shaderlib/picking/picking.ts +30 -0
  81. package/src/shaderlib/project/project.glsl.ts +1 -1
  82. package/src/shaderlib/project/project.wgsl.ts +4 -6
  83. package/src/shaderlib/shadow/shadow.ts +1 -1
  84. package/src/transitions/gpu-interpolation-transition.ts +2 -2
  85. package/src/transitions/gpu-spring-transition.ts +1 -1
  86. package/src/transitions/gpu-transition-utils.ts +4 -5
  87. package/src/utils/texture.ts +2 -0
  88. package/src/utils/typed-array-manager.ts +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"layer-uniforms.js","sourceRoot":"","sources":["../../../src/shaderlib/misc/layer-uniforms.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAKpC,MAAM,YAAY,GAAG;;;;CAIpB,CAAC;AAMF,MAAM,CAAC,MAAM,aAAa,GAAG;IAC3B,IAAI,EAAE,OAAO;IACb,EAAE,EAAE,YAAY;IAChB,EAAE,EAAE,YAAY;IAChB,WAAW,EAAE,CAAC,KAA0B,EAAE,EAAE;QAC1C,OAAO;YACL,sDAAsD;YACtD,+BAA+B;YAC/B,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,OAAQ,EAAE,CAAC,GAAG,GAAG,CAAC;SAC3C,CAAC;IACJ,CAAC;IACD,YAAY,EAAE;QACZ,OAAO,EAAE,KAAK;KACf;CACyD,CAAC"}
1
+ {"version":3,"file":"layer-uniforms.js","sourceRoot":"","sources":["../../../src/shaderlib/misc/layer-uniforms.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAKpC,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;CAOnC,CAAC;AAEF,MAAM,YAAY,GAAG;;;;CAIpB,CAAC;AAMF,MAAM,CAAC,MAAM,aAAa,GAAG;IAC3B,IAAI,EAAE,OAAO;IACb,MAAM,EAAE,gBAAgB;IACxB,EAAE,EAAE,YAAY;IAChB,EAAE,EAAE,YAAY;IAChB,WAAW,EAAE,CAAC,KAA0B,EAAE,EAAE;QAC1C,OAAO;YACL,sDAAsD;YACtD,+BAA+B;YAC/B,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,OAAQ,EAAE,CAAC,GAAG,GAAG,CAAC;SAC3C,CAAC;IACJ,CAAC;IACD,YAAY,EAAE;QACZ,OAAO,EAAE,KAAK;KACf;CACyD,CAAC"}
@@ -1,9 +1,11 @@
1
1
  declare const _default: {
2
+ source: string;
2
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  defaultUniforms: {
3
4
  useFloatColors: boolean;
4
5
  isActive: false;
5
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  isAttribute: false;
6
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  isHighlightActive: false;
8
+ useByteColors: true;
7
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  highlightedObjectColor: [0, 0, 0];
8
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  highlightColor: import("@math.gl/types").NumberArray4;
9
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  };
@@ -22,12 +24,12 @@ declare const _default: {
22
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  readonly isActive: "f32";
23
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  readonly isAttribute: "f32";
24
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  readonly isHighlightActive: "f32";
25
- readonly useFloatColors: "f32";
27
+ readonly useByteColors: "f32";
26
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  readonly highlightedObjectColor: "vec3<f32>";
27
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  readonly highlightColor: "vec4<f32>";
28
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  };
29
- vs: "uniform pickingUniforms {\n float isActive;\n float isAttribute;\n float isHighlightActive;\n float useFloatColors;\n vec3 highlightedObjectColor;\n vec4 highlightColor;\n} picking;\n\nout vec4 picking_vRGBcolor_Avalid;\n\n// Normalize unsigned byte color to 0-1 range\nvec3 picking_normalizeColor(vec3 color) {\n return picking.useFloatColors > 0.5 ? color : color / 255.0;\n}\n\n// Normalize unsigned byte color to 0-1 range\nvec4 picking_normalizeColor(vec4 color) {\n return picking.useFloatColors > 0.5 ? color : color / 255.0;\n}\n\nbool picking_isColorZero(vec3 color) {\n return dot(color, vec3(1.0)) < 0.00001;\n}\n\nbool picking_isColorValid(vec3 color) {\n return dot(color, vec3(1.0)) > 0.00001;\n}\n\n// Check if this vertex is highlighted \nbool isVertexHighlighted(vec3 vertexColor) {\n vec3 highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);\n return\n bool(picking.isHighlightActive) && picking_isColorZero(abs(vertexColor - highlightedObjectColor));\n}\n\n// Set the current picking color\nvoid picking_setPickingColor(vec3 pickingColor) {\n pickingColor = picking_normalizeColor(pickingColor);\n\n if (bool(picking.isActive)) {\n // Use alpha as the validity flag. If pickingColor is [0, 0, 0] fragment is non-pickable\n picking_vRGBcolor_Avalid.a = float(picking_isColorValid(pickingColor));\n\n if (!bool(picking.isAttribute)) {\n // Stores the picking color so that the fragment shader can render it during picking\n picking_vRGBcolor_Avalid.rgb = pickingColor;\n }\n } else {\n // Do the comparison with selected item color in vertex shader as it should mean fewer compares\n picking_vRGBcolor_Avalid.a = float(isVertexHighlighted(pickingColor));\n }\n}\n\nvoid picking_setPickingAttribute(float value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.r = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec2 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rg = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec3 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rgb = value;\n }\n}\n";
30
- fs: "uniform pickingUniforms {\n float isActive;\n float isAttribute;\n float isHighlightActive;\n float useFloatColors;\n vec3 highlightedObjectColor;\n vec4 highlightColor;\n} picking;\n\nin vec4 picking_vRGBcolor_Avalid;\n\n/*\n * Returns highlight color if this item is selected.\n */\nvec4 picking_filterHighlightColor(vec4 color) {\n // If we are still picking, we don't highlight\n if (picking.isActive > 0.5) {\n return color;\n }\n\n bool selected = bool(picking_vRGBcolor_Avalid.a);\n\n if (selected) {\n // Blend in highlight color based on its alpha value\n float highLightAlpha = picking.highlightColor.a;\n float blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n float highLightRatio = highLightAlpha / blendedAlpha;\n\n vec3 blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);\n return vec4(blendedRGB, blendedAlpha);\n } else {\n return color;\n }\n}\n\n/*\n * Returns picking color if picking enabled else unmodified argument.\n */\nvec4 picking_filterPickingColor(vec4 color) {\n if (bool(picking.isActive)) {\n if (picking_vRGBcolor_Avalid.a == 0.0) {\n discard;\n }\n return picking_vRGBcolor_Avalid;\n }\n return color;\n}\n\n/*\n * Returns picking color if picking is enabled if not\n * highlight color if this item is selected, otherwise unmodified argument.\n */\nvec4 picking_filterColor(vec4 color) {\n vec4 highlightColor = picking_filterHighlightColor(color);\n return picking_filterPickingColor(highlightColor);\n}\n";
31
+ vs: "layout(std140) uniform pickingUniforms {\n float isActive;\n float isAttribute;\n float isHighlightActive;\n float useByteColors;\n vec3 highlightedObjectColor;\n vec4 highlightColor;\n} picking;\n\nout vec4 picking_vRGBcolor_Avalid;\n\n// Normalize unsigned byte color to 0-1 range\nvec3 picking_normalizeColor(vec3 color) {\n return picking.useByteColors > 0.5 ? color / 255.0 : color;\n}\n\n// Normalize unsigned byte color to 0-1 range\nvec4 picking_normalizeColor(vec4 color) {\n return picking.useByteColors > 0.5 ? color / 255.0 : color;\n}\n\nbool picking_isColorZero(vec3 color) {\n return dot(color, vec3(1.0)) < 0.00001;\n}\n\nbool picking_isColorValid(vec3 color) {\n return dot(color, vec3(1.0)) > 0.00001;\n}\n\n// Check if this vertex is highlighted \nbool isVertexHighlighted(vec3 vertexColor) {\n vec3 highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);\n return\n bool(picking.isHighlightActive) && picking_isColorZero(abs(vertexColor - highlightedObjectColor));\n}\n\n// Set the current picking color\nvoid picking_setPickingColor(vec3 pickingColor) {\n pickingColor = picking_normalizeColor(pickingColor);\n\n if (bool(picking.isActive)) {\n // Use alpha as the validity flag. If pickingColor is [0, 0, 0] fragment is non-pickable\n picking_vRGBcolor_Avalid.a = float(picking_isColorValid(pickingColor));\n\n if (!bool(picking.isAttribute)) {\n // Stores the picking color so that the fragment shader can render it during picking\n picking_vRGBcolor_Avalid.rgb = pickingColor;\n }\n } else {\n // Do the comparison with selected item color in vertex shader as it should mean fewer compares\n picking_vRGBcolor_Avalid.a = float(isVertexHighlighted(pickingColor));\n }\n}\n\nvoid picking_setPickingAttribute(float value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.r = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec2 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rg = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec3 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rgb = value;\n }\n}\n";
32
+ fs: "layout(std140) uniform pickingUniforms {\n float isActive;\n float isAttribute;\n float isHighlightActive;\n float useByteColors;\n vec3 highlightedObjectColor;\n vec4 highlightColor;\n} picking;\n\nin vec4 picking_vRGBcolor_Avalid;\n\n/*\n * Returns highlight color if this item is selected.\n */\nvec4 picking_filterHighlightColor(vec4 color) {\n // If we are still picking, we don't highlight\n if (picking.isActive > 0.5) {\n return color;\n }\n\n bool selected = bool(picking_vRGBcolor_Avalid.a);\n\n if (selected) {\n // Blend in highlight color based on its alpha value\n float highLightAlpha = picking.highlightColor.a;\n float blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n float highLightRatio = highLightAlpha / blendedAlpha;\n\n vec3 blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);\n return vec4(blendedRGB, blendedAlpha);\n } else {\n return color;\n }\n}\n\n/*\n * Returns picking color if picking enabled else unmodified argument.\n */\nvec4 picking_filterPickingColor(vec4 color) {\n if (bool(picking.isActive)) {\n if (picking_vRGBcolor_Avalid.a == 0.0) {\n discard;\n }\n return picking_vRGBcolor_Avalid;\n }\n return color;\n}\n\n/*\n * Returns picking color if picking is enabled if not\n * highlight color if this item is selected, otherwise unmodified argument.\n */\nvec4 picking_filterColor(vec4 color) {\n vec4 highlightColor = picking_filterHighlightColor(color);\n return picking_filterPickingColor(highlightColor);\n}\n";
31
33
  getUniforms: (opts?: import("@luma.gl/shadertools").PickingProps, prevUniforms?: import("@luma.gl/shadertools").PickingUniforms) => import("@luma.gl/shadertools").PickingUniforms;
32
34
  };
33
35
  export default _default;
@@ -1 +1 @@
1
- {"version":3,"file":"picking.d.ts","sourceRoot":"","sources":["../../../src/shaderlib/picking/picking.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAMA,wBAsBE"}
1
+ {"version":3,"file":"picking.d.ts","sourceRoot":"","sources":["../../../src/shaderlib/picking/picking.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCA,wBAuBE"}
@@ -2,8 +2,37 @@
2
2
  // SPDX-License-Identifier: MIT
3
3
  // Copyright (c) vis.gl contributors
4
4
  import { picking } from '@luma.gl/shadertools';
5
+ const sourceWGSL = /* wgsl */ `\
6
+ struct pickingUniforms {
7
+ isActive: f32,
8
+ isAttribute: f32,
9
+ isHighlightActive: f32,
10
+ useFloatColors: f32,
11
+ highlightedObjectColor: vec3<f32>,
12
+ highlightColor: vec4<f32>,
13
+ };
14
+
15
+ @group(0) @binding(auto) var<uniform> picking: pickingUniforms;
16
+
17
+ fn picking_normalizeColor(color: vec3<f32>) -> vec3<f32> {
18
+ return select(color / 255.0, color, picking.useFloatColors > 0.5);
19
+ }
20
+
21
+ fn picking_normalizeColor4(color: vec4<f32>) -> vec4<f32> {
22
+ return select(color / 255.0, color, picking.useFloatColors > 0.5);
23
+ }
24
+
25
+ fn picking_isColorZero(color: vec3<f32>) -> bool {
26
+ return dot(color, vec3<f32>(1.0)) < 0.00001;
27
+ }
28
+
29
+ fn picking_isColorValid(color: vec3<f32>) -> bool {
30
+ return dot(color, vec3<f32>(1.0)) > 0.00001;
31
+ }
32
+ `;
5
33
  export default {
6
34
  ...picking,
35
+ source: sourceWGSL,
7
36
  defaultUniforms: { ...picking.defaultUniforms, useFloatColors: false },
8
37
  inject: {
9
38
  'vs:DECKGL_FILTER_GL_POSITION': `
@@ -1 +1 @@
1
- {"version":3,"file":"picking.js","sourceRoot":"","sources":["../../../src/shaderlib/picking/picking.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,OAAO,EAAC,OAAO,EAAC,MAAM,sBAAsB,CAAC;AAE7C,eAAe;IACb,GAAG,OAAO;IACV,eAAe,EAAE,EAAC,GAAG,OAAO,CAAC,eAAe,EAAE,cAAc,EAAE,KAAK,EAAC;IACpE,MAAM,EAAE;QACN,8BAA8B,EAAE;;;GAGjC;QACC,wBAAwB,EAAE;;GAE3B;QACC,wBAAwB,EAAE;YACxB,KAAK,EAAE,EAAE;YACT,SAAS,EAAE;;;;;;KAMZ;SACA;KACF;CACF,CAAC"}
1
+ {"version":3,"file":"picking.js","sourceRoot":"","sources":["../../../src/shaderlib/picking/picking.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,OAAO,EAAC,OAAO,EAAC,MAAM,sBAAsB,CAAC;AAE7C,MAAM,UAAU,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2B7B,CAAC;AAEF,eAAe;IACb,GAAG,OAAO;IACV,MAAM,EAAE,UAAU;IAClB,eAAe,EAAE,EAAC,GAAG,OAAO,CAAC,eAAe,EAAE,cAAc,EAAE,KAAK,EAAC;IACpE,MAAM,EAAE;QACN,8BAA8B,EAAE;;;GAGjC;QACC,wBAAwB,EAAE;;GAE3B;QACC,wBAAwB,EAAE;YACxB,KAAK,EAAE,EAAE;YACT,SAAS,EAAE;;;;;;KAMZ;SACA;KACF;CACF,CAAC"}
@@ -16,7 +16,7 @@ export const projectGLSL = /* glsl */ `\
16
16
  ${COORDINATE_SYSTEM_GLSL_CONSTANTS}
17
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  ${PROJECTION_MODE_GLSL_CONSTANTS}
18
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  ${UNIT_GLSL_CONSTANTS}
19
- uniform projectUniforms {
19
+ layout(std140) uniform projectUniforms {
20
20
  bool wrapLongitude;
21
21
  int coordinateSystem;
22
22
  vec3 commonUnitsPerMeter;
@@ -1 +1 @@
1
- {"version":3,"file":"project.wgsl.d.ts","sourceRoot":"","sources":["../../../src/shaderlib/project/project.wgsl.ts"],"names":[],"mappings":"AAiBA,eAAO,MAAM,iBAAiB,QAyD7B,CAAC;AAEF,eAAO,MAAM,WAAW,QAoOvB,CAAC"}
1
+ {"version":3,"file":"project.wgsl.d.ts","sourceRoot":"","sources":["../../../src/shaderlib/project/project.wgsl.ts"],"names":[],"mappings":"AAiBA,eAAO,MAAM,iBAAiB,QAuD7B,CAAC;AAEF,eAAO,MAAM,WAAW,QAoOvB,CAAC"}
@@ -47,14 +47,13 @@ struct ProjectUniforms {
47
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  pseudoMeters: i32,
48
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  };
49
49
 
50
- @group(0) @binding(0)
50
+ @group(0) @binding(auto)
51
51
  var<uniform> project: ProjectUniforms;
52
52
 
53
53
  // -----------------------------------------------------------------------------
54
- // Geometry data
55
- // (In your GLSL code, "geometry" was assumed to be available globally. In WGSL,
56
- // you might supply this via vertex attributes or a uniform. Here we define a
57
- // uniform struct for demonstration.)
54
+ // Geometry data shared across the project helpers.
55
+ // The active layer shader is responsible for populating this private module
56
+ // state before calling the project functions below.
58
57
  // -----------------------------------------------------------------------------
59
58
 
60
59
  // Structure to carry additional geometry data used by deck.gl filters.
@@ -67,7 +66,6 @@ struct Geometry {
67
66
  pickingColor: vec3<f32>,
68
67
  };
69
68
 
70
- // @group(0) @binding(1)
71
69
  var<private> geometry: Geometry;
72
70
  `;
73
71
  export const projectWGSL = /* wgsl */ `\
@@ -1 +1 @@
1
- {"version":3,"file":"project.wgsl.js","sourceRoot":"","sources":["../../../src/shaderlib/project/project.wgsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,OAAO,EAAC,iBAAiB,EAAE,eAAe,EAAE,IAAI,EAAC,+BAA4B;AAE7E,2DAA2D;AAC3D,MAAM,gCAAgC,GAAG,MAAM,CAAC,IAAI,CAAC,iBAAiB,CAAC;KACpE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,2BAA2B,GAAG,WAAW,iBAAiB,CAAC,GAAG,CAAC,GAAG,CAAC;KAC9E,IAAI,CAAC,EAAE,CAAC,CAAC;AACZ,MAAM,8BAA8B,GAAG,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC;KAChE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,yBAAyB,GAAG,WAAW,eAAe,CAAC,GAAG,CAAC,GAAG,CAAC;KAC1E,IAAI,CAAC,EAAE,CAAC,CAAC;AACZ,MAAM,mBAAmB,GAAG,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC;KAC1C,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,cAAc,GAAG,CAAC,WAAW,EAAE,WAAW,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC;KAClE,IAAI,CAAC,EAAE,CAAC,CAAC;AAEZ,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;EAC1C,gCAAgC;EAChC,8BAA8B;EAC9B,mBAAmB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDpB,CAAC;AAEF,MAAM,CAAC,MAAM,WAAW,GAAG,UAAU,CAAC;EACpC,iBAAiB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmOlB,CAAC"}
1
+ {"version":3,"file":"project.wgsl.js","sourceRoot":"","sources":["../../../src/shaderlib/project/project.wgsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,OAAO,EAAC,iBAAiB,EAAE,eAAe,EAAE,IAAI,EAAC,+BAA4B;AAE7E,2DAA2D;AAC3D,MAAM,gCAAgC,GAAG,MAAM,CAAC,IAAI,CAAC,iBAAiB,CAAC;KACpE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,2BAA2B,GAAG,WAAW,iBAAiB,CAAC,GAAG,CAAC,GAAG,CAAC;KAC9E,IAAI,CAAC,EAAE,CAAC,CAAC;AACZ,MAAM,8BAA8B,GAAG,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC;KAChE,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,yBAAyB,GAAG,WAAW,eAAe,CAAC,GAAG,CAAC,GAAG,CAAC;KAC1E,IAAI,CAAC,EAAE,CAAC,CAAC;AACZ,MAAM,mBAAmB,GAAG,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC;KAC1C,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,cAAc,GAAG,CAAC,WAAW,EAAE,WAAW,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC;KAClE,IAAI,CAAC,EAAE,CAAC,CAAC;AAEZ,MAAM,CAAC,MAAM,iBAAiB,GAAG,UAAU,CAAC;EAC1C,gCAAgC;EAChC,8BAA8B;EAC9B,mBAAmB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDpB,CAAC;AAEF,MAAM,CAAC,MAAM,WAAW,GAAG,UAAU,CAAC;EACpC,iBAAiB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmOlB,CAAC"}
@@ -63,8 +63,8 @@ declare const _default: {
63
63
  readonly pseudoMeters: "f32";
64
64
  };
65
65
  }];
66
- readonly vs: "\n\nuniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\n\nout vec3 shadow_vPosition[max_lights];\n\nvec4 shadow_setVertexPosition(vec4 position_commonspace) {\n mat4 viewProjectionMatrices[max_lights];\n viewProjectionMatrices[0] = shadow.viewProjectionMatrix0;\n viewProjectionMatrices[1] = shadow.viewProjectionMatrix1;\n vec4 projectCenters[max_lights];\n projectCenters[0] = shadow.projectCenter0;\n projectCenters[1] = shadow.projectCenter1;\n\n if (shadow.drawShadowMap) {\n return project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[shadow.lightId], projectCenters[shadow.lightId]);\n }\n if (shadow.useShadowMap) {\n for (int i = 0; i < max_lights; i++) {\n if(i < int(shadow.lightCount)) {\n vec4 shadowMap_position = project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[i], projectCenters[i]);\n shadow_vPosition[i] = (shadowMap_position.xyz / shadowMap_position.w + 1.0) / 2.0;\n }\n }\n }\n return gl_Position;\n}\n\n";
67
- readonly fs: "\n\nuniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\nuniform sampler2D shadow_uShadowMap0;\nuniform sampler2D shadow_uShadowMap1;\n\nin vec3 shadow_vPosition[max_lights];\n\nconst vec4 bitPackShift = vec4(1.0, 255.0, 65025.0, 16581375.0);\nconst vec4 bitUnpackShift = 1.0 / bitPackShift;\nconst vec4 bitMask = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n\nfloat shadow_getShadowWeight(vec3 position, sampler2D shadowMap) {\n vec4 rgbaDepth = texture(shadowMap, position.xy);\n\n float z = dot(rgbaDepth, bitUnpackShift);\n return smoothstep(0.001, 0.01, position.z - z);\n}\n\nvec4 shadow_filterShadowColor(vec4 color) {\n if (shadow.drawShadowMap) {\n vec4 rgbaDepth = fract(gl_FragCoord.z * bitPackShift);\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n return rgbaDepth;\n }\n if (shadow.useShadowMap) {\n float shadowAlpha = 0.0;\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[0], shadow_uShadowMap0);\n if(shadow.lightCount > 1.0) {\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[1], shadow_uShadowMap1);\n }\n shadowAlpha *= shadow.color.a / shadow.lightCount;\n float blendedAlpha = shadowAlpha + color.a * (1.0 - shadowAlpha);\n\n return vec4(\n mix(color.rgb, shadow.color.rgb, shadowAlpha / blendedAlpha),\n blendedAlpha\n );\n }\n return color;\n}\n\n";
66
+ readonly vs: "\n\nlayout(std140) uniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\n\nout vec3 shadow_vPosition[max_lights];\n\nvec4 shadow_setVertexPosition(vec4 position_commonspace) {\n mat4 viewProjectionMatrices[max_lights];\n viewProjectionMatrices[0] = shadow.viewProjectionMatrix0;\n viewProjectionMatrices[1] = shadow.viewProjectionMatrix1;\n vec4 projectCenters[max_lights];\n projectCenters[0] = shadow.projectCenter0;\n projectCenters[1] = shadow.projectCenter1;\n\n if (shadow.drawShadowMap) {\n return project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[shadow.lightId], projectCenters[shadow.lightId]);\n }\n if (shadow.useShadowMap) {\n for (int i = 0; i < max_lights; i++) {\n if(i < int(shadow.lightCount)) {\n vec4 shadowMap_position = project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[i], projectCenters[i]);\n shadow_vPosition[i] = (shadowMap_position.xyz / shadowMap_position.w + 1.0) / 2.0;\n }\n }\n }\n return gl_Position;\n}\n\n";
67
+ readonly fs: "\n\nlayout(std140) uniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\nuniform sampler2D shadow_uShadowMap0;\nuniform sampler2D shadow_uShadowMap1;\n\nin vec3 shadow_vPosition[max_lights];\n\nconst vec4 bitPackShift = vec4(1.0, 255.0, 65025.0, 16581375.0);\nconst vec4 bitUnpackShift = 1.0 / bitPackShift;\nconst vec4 bitMask = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n\nfloat shadow_getShadowWeight(vec3 position, sampler2D shadowMap) {\n vec4 rgbaDepth = texture(shadowMap, position.xy);\n\n float z = dot(rgbaDepth, bitUnpackShift);\n return smoothstep(0.001, 0.01, position.z - z);\n}\n\nvec4 shadow_filterShadowColor(vec4 color) {\n if (shadow.drawShadowMap) {\n vec4 rgbaDepth = fract(gl_FragCoord.z * bitPackShift);\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n return rgbaDepth;\n }\n if (shadow.useShadowMap) {\n float shadowAlpha = 0.0;\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[0], shadow_uShadowMap0);\n if(shadow.lightCount > 1.0) {\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[1], shadow_uShadowMap1);\n }\n shadowAlpha *= shadow.color.a / shadow.lightCount;\n float blendedAlpha = shadowAlpha + color.a * (1.0 - shadowAlpha);\n\n return vec4(\n mix(color.rgb, shadow.color.rgb, shadowAlpha / blendedAlpha),\n blendedAlpha\n );\n }\n return color;\n}\n\n";
68
68
  readonly inject: {
69
69
  readonly 'vs:DECKGL_FILTER_GL_POSITION': "\n position = shadow_setVertexPosition(geometry.position);\n ";
70
70
  readonly 'fs:DECKGL_FILTER_COLOR': "\n color = shadow_filterShadowColor(color);\n ";
@@ -7,7 +7,7 @@ import { Vector3, Matrix4 } from '@math.gl/core';
7
7
  import memoize from "../../utils/memoize.js";
8
8
  import { pixelsToWorld } from '@math.gl/web-mercator';
9
9
  const uniformBlock = /* glsl */ `
10
- uniform shadowUniforms {
10
+ layout(std140) uniform shadowUniforms {
11
11
  bool drawShadowMap;
12
12
  bool useShadowMap;
13
13
  vec4 color;
@@ -3,7 +3,7 @@
3
3
  // Copyright (c) vis.gl contributors
4
4
  import { BufferTransform } from '@luma.gl/engine';
5
5
  import { fp64arithmetic } from '@luma.gl/shadertools';
6
- import { GL } from '@luma.gl/constants';
6
+ import { GL } from '@luma.gl/webgl/constants';
7
7
  import { getAttributeTypeFromSize, cycleBuffers, padBuffer, matchBuffer, getFloat32VertexFormat } from "./gpu-transition-utils.js";
8
8
  import { GPUTransitionBase } from "./gpu-transition.js";
9
9
  export default class GPUInterpolationTransition extends GPUTransitionBase {
@@ -77,7 +77,7 @@ export default class GPUInterpolationTransition extends GPUTransitionBase {
77
77
  }
78
78
  }
79
79
  const uniformBlock = `\
80
- uniform interpolationUniforms {
80
+ layout(std140) uniform interpolationUniforms {
81
81
  float time;
82
82
  } interpolation;
83
83
  `;
@@ -1 +1 @@
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@@ -77,7 +77,7 @@ export default class GPUSpringTransition extends GPUTransitionBase {
77
77
  }
78
78
  }
79
79
  const uniformBlock = `\
80
- uniform springUniforms {
80
+ layout(std140) uniform springUniforms {
81
81
  float damping;
82
82
  float stiffness;
83
83
  } spring;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"gpu-transition-utils.d.ts","sourceRoot":"","sources":["../../src/transitions/gpu-transition-utils.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,MAAM,EAAE,MAAM,EAAE,YAAY,EAAC,MAAM,eAAe,CAAC;AAEhE,OAAO,EAAC,YAAY,EAAoC,0BAAuB;AAC/E,OAAO,SAAS,sCAAmC;AAGnD,oFAAoF;AACpF,wBAAgB,cAAc,CAAC,SAAS,EAAE,SAAS,GAAG,SAAS,CAW9D;AAED,kFAAkF;AAClF,wBAAgB,wBAAwB,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAa7D;AAED,mFAAmF;AACnF,wBAAgB,sBAAsB,CAAC,IAAI,EAAE,MAAM,GAAG,YAAY,CAajE;AAED,wBAAgB,YAAY,CAAC,OAAO,EAAE,MAAM,EAAE,GAAG,IAAI,CAEpD;AAED,wBAAgB,wBAAwB,CAAC,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,GAAG,MAAM,CAc3F;AAED,wBAAgB,WAAW,CAAC,EAC1B,MAAM,EACN,MAAM,EACN,MAAM,EACP,EAAE;IACD,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;CACjB,GAAG,MAAM,CAST;AAaD,wBAAgB,SAAS,CAAC,EACxB,MAAM,EACN,MAAM,EACN,SAAS,EACT,UAAU,EACV,QAAQ,EACR,gBAAgB,EAChB,OAAgB,EACjB,EAAE;IACD,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,SAAS,EAAE,SAAS,CAAC;IACrB,UAAU,EAAE,MAAM,CAAC;IACnB,QAAQ,EAAE,MAAM,CAAC;IACjB,gBAAgB,CAAC,EAAE,YAAY,GAAG,IAAI,CAAC;IACvC,OAAO,CAAC,EAAE,CAAC,OAAO,EAAE,YAAY,EAAE,KAAK,CAAC,EAAE,YAAY,KAAK,YAAY,CAAC;CACzE,GAAG,MAAM,CAkET"}
@@ -3,7 +3,7 @@
3
3
  // Copyright (c) vis.gl contributors
4
4
  import { padArray } from "../utils/array-utils.js";
5
5
  import Attribute from "../lib/attribute/attribute.js";
6
- import { GL } from '@luma.gl/constants';
6
+ import { GL } from '@luma.gl/webgl/constants';
7
7
  /** Create a new empty attribute with the same settings: type, shader layout etc. */
8
8
  export function cloneAttribute(attribute) {
9
9
  // `attribute.settings` is the original options passed when constructing the attribute.
@@ -108,9 +108,8 @@ export function padBuffer({ device, buffer, attribute, fromLength, toLength, fro
108
108
  const toData = isConstant
109
109
  ? attribute.value
110
110
  : // TODO(v9.1): Avoid non-portable synchronous reads.
111
- new ArrayType(attribute
112
- .getBuffer()
113
- .readSyncWebGL(byteOffset, toLength * ArrayType.BYTES_PER_ELEMENT).buffer);
111
+ new ArrayType(attribute.getBuffer().readSyncWebGL(byteOffset, toLength * ArrayType.BYTES_PER_ELEMENT)
112
+ .buffer);
114
113
  if (attribute.settings.normalized && !isConstant) {
115
114
  const getter = getData;
116
115
  getData = (value, chunk) => attribute.normalizeConstant(getter(value, chunk));
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
- {"version":3,"file":"texture.d.ts","sourceRoot":"","sources":["../../src/utils/texture.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,MAAM,EAAE,OAAO,EAAE,YAAY,EAAC,MAAM,eAAe,CAAC;AAa5D;;;;;;;;;;GAUG;AACH,wBAAgB,aAAa,CAC3B,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,GAAG,EACV,OAAO,EAAE,YAAY,GACpB,OAAO,GAAG,IAAI,CAiChB;AAED,wBAAgB,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,QAS7D"}
1
+ {"version":3,"file":"texture.d.ts","sourceRoot":"","sources":["../../src/utils/texture.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,MAAM,EAAE,OAAO,EAAE,YAAY,EAAC,MAAM,eAAe,CAAC;AAa5D;;;;;;;;;;GAUG;AACH,wBAAgB,aAAa,CAC3B,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,GAAG,EACV,OAAO,EAAE,YAAY,GACpB,OAAO,GAAG,IAAI,CAmChB;AAED,wBAAgB,cAAc,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,QAS7D"}
@@ -50,6 +50,9 @@ export function createTexture(owner, device, image, sampler) {
50
50
  if (device.type === 'webgl') {
51
51
  texture.generateMipmapsWebGL();
52
52
  }
53
+ else if (device.type === 'webgpu') {
54
+ device.generateMipmapsWebGPU(texture);
55
+ }
53
56
  // Track this texture
54
57
  internalTextures[texture.id] = owner;
55
58
  return texture;
@@ -1 +1 @@
1
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