@luma.gl/constants 9.0.0-alpha.29 → 9.0.0-alpha.30
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.
- package/LICENSE +2 -1
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js.map +1 -1
- package/dist/webgl-types.d.ts +1 -1
- package/dist/webgl-types.d.ts.map +1 -1
- package/dist/webgl-types.js.map +1 -1
- package/package.json +2 -2
- package/src/index.ts +1 -1
- package/src/webgl-types.ts +1 -1
package/LICENSE
CHANGED
package/dist/index.d.ts
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@@ -1,3 +1,3 @@
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export { GL } from './constants-enum';
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export type {
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export type { GLPrimitiveTopology, GLPrimitive, GLDataType, GLPixelType, GLUniformType, GLSamplerType, GLCompositeType, GLFunction, GLBlendEquation, GLBlendFunction, GLStencilOp, GLSamplerParameters, GLValueParameters, GLFunctionParameters, GLParameters } from './webgl-types';
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//# sourceMappingURL=index.d.ts.map
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package/dist/index.d.ts.map
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@@ -1 +1 @@
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,EAAE,EAAC,MAAM,kBAAkB,CAAC;AAGpC,YAAY,EACV,
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,EAAE,EAAC,MAAM,kBAAkB,CAAC;AAGpC,YAAY,EACV,mBAAmB,EACnB,WAAW,EACX,UAAU,EACV,WAAW,EACX,aAAa,EACb,aAAa,EACb,eAAe,EACf,UAAU,EACV,eAAe,EACf,eAAe,EACf,WAAW,EACX,mBAAmB,EACnB,iBAAiB,EACjB,oBAAoB,EACpB,YAAY,EACb,MAAM,eAAe,CAAC"}
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package/dist/index.js.map
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@@ -1 +1 @@
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{"version":3,"file":"index.js","names":["GL"],"sources":["../src/index.ts"],"sourcesContent":["// WebGL constants\nexport {GL} from './constants-enum';\n\n// WebGL types\nexport type {\n
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1
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{"version":3,"file":"index.js","names":["GL"],"sources":["../src/index.ts"],"sourcesContent":["// WebGL constants\nexport {GL} from './constants-enum';\n\n// WebGL types\nexport type {\n GLPrimitiveTopology,\n GLPrimitive,\n GLDataType,\n GLPixelType,\n GLUniformType,\n GLSamplerType,\n GLCompositeType,\n GLFunction,\n GLBlendEquation,\n GLBlendFunction,\n GLStencilOp,\n GLSamplerParameters,\n GLValueParameters,\n GLFunctionParameters,\n GLParameters\n} from './webgl-types';"],"mappings":"SACQA,EAAE"}
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package/dist/webgl-types.d.ts
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@@ -6,7 +6,7 @@ export type NumberArray = number[] | TypedArray;
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/** We don't know the type of Framebuffer at this stage */
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type Framebuffer = unknown;
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/** Rendering primitives. Constants passed to drawElements() or drawArrays() to specify what kind of primitive to render. */
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export type
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9
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export type GLPrimitiveTopology = GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.LINE_LOOP | GL.TRIANGLES | GL.TRIANGLE_STRIP | GL.TRIANGLE_FAN;
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/** Rendering primitives. Constants passed to transform feedback . */
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export type GLPrimitive = GL.POINTS | GL.LINES | GL.TRIANGLES;
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/** Data Type */
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@@ -1 +1 @@
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1
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-
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1
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{"version":3,"file":"webgl-types.js","names":["GL"],"sources":["../src/webgl-types.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport {GL} from './constants-enum';\n\n/* eslint-disable camelcase */ // TODO is this needed?\n\n/** TypeScript type covering all typed arrays */\nexport type TypedArray =\n | Int8Array\n | Uint8Array\n | Int16Array\n | Uint16Array\n | Int32Array\n | Uint32Array\n | Uint8ClampedArray\n | Float32Array\n | Float64Array;\n\n/** type covering all typed arrays and classic arrays consisting of numbers */\nexport type NumberArray = number[] | TypedArray;\n\n/** We don't know the type of Framebuffer at this stage */\ntype Framebuffer = unknown;\n\n/** Rendering primitives. Constants passed to drawElements() or drawArrays() to specify what kind of primitive to render. */\nexport type GLDrawMode =\n | GL.POINTS\n | GL.LINES\n | GL.LINE_STRIP\n | GL.LINE_LOOP\n | GL.TRIANGLES\n | GL.TRIANGLE_STRIP\n | GL.TRIANGLE_FAN;\n\n/** Rendering primitives. Constants passed to transform feedback . */\nexport type GLPrimitive = GL.POINTS | GL.LINES | GL.TRIANGLES;\n\n/** Data Type */\nexport type GLDataType =\n | GL.FLOAT\n | GL.UNSIGNED_SHORT\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_BYTE\n | GL.BYTE\n | GL.SHORT\n | GL.INT;\n\n/** Pixel Type */\nexport type GLPixelType =\n | GL.UNSIGNED_BYTE\n | GL.UNSIGNED_SHORT_5_6_5\n | GL.UNSIGNED_SHORT_4_4_4_4\n | GL.UNSIGNED_SHORT_5_5_5_1;\n\n/** Uniform Type */\nexport type GLUniformType = GLSamplerType | GLCompositeType;\n\n/** Sampler uniform type */\nexport type GLSamplerType =\n | GL.SAMPLER_2D\n | GL.SAMPLER_CUBE\n | GL.SAMPLER_3D\n | GL.SAMPLER_2D_SHADOW\n | GL.SAMPLER_2D_ARRAY\n | GL.SAMPLER_2D_ARRAY_SHADOW\n | GL.SAMPLER_CUBE_SHADOW\n | GL.INT_SAMPLER_2D\n | GL.INT_SAMPLER_3D\n | GL.INT_SAMPLER_CUBE\n | GL.INT_SAMPLER_2D_ARRAY\n | GL.UNSIGNED_INT_SAMPLER_2D\n | GL.UNSIGNED_INT_SAMPLER_3D\n | GL.UNSIGNED_INT_SAMPLER_CUBE\n | GL.UNSIGNED_INT_SAMPLER_2D_ARRAY;\n\n/** Composite types table */ \nexport type GLCompositeType =\n | GL.FLOAT\n | GL.FLOAT_VEC2\n | GL.FLOAT_VEC3\n | GL.FLOAT_VEC4\n | GL.INT\n | GL.INT_VEC2\n | GL.INT_VEC3\n | GL.INT_VEC4\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_INT_VEC2\n | GL.UNSIGNED_INT_VEC3\n | GL.UNSIGNED_INT_VEC4\n | GL.BOOL\n | GL.BOOL_VEC2\n | GL.BOOL_VEC3\n | GL.BOOL_VEC4\n | GL.FLOAT_MAT2\n | GL.FLOAT_MAT2x3\n | GL.FLOAT_MAT2x4\n | GL.FLOAT_MAT3x2\n | GL.FLOAT_MAT3\n | GL.FLOAT_MAT3x4\n | GL.FLOAT_MAT4x2\n | GL.FLOAT_MAT4x3\n | GL.FLOAT_MAT4;\n\n/** \n * Depth or stencil tests\n * Constants passed to WebGLRenderingContext.depthFunc() or WebGLRenderingContext.stencilFunc().\n */\nexport type GLFunction =\n | GL.NEVER\n | GL.LESS\n | GL.EQUAL\n | GL.LEQUAL\n | GL.GREATER\n | GL.NOTEQUAL\n | GL.GEQUAL\n | GL.ALWAYS;\n\nexport type GLBlendEquation =\n | GL.FUNC_ADD\n | GL.FUNC_SUBTRACT\n | GL.FUNC_REVERSE_SUBTRACT\n | GL.MIN_EXT\n | GL.MAX_EXT;\n\nexport type GLBlendFunction =\n | GL.ZERO\n | GL.ONE\n | GL.SRC_COLOR\n | GL.ONE_MINUS_SRC_COLOR\n | GL.DST_COLOR\n | GL.ONE_MINUS_DST_COLOR\n | GL.SRC_ALPHA\n | GL.ONE_MINUS_SRC_ALPHA\n | GL.DST_ALPHA\n | GL.ONE_MINUS_DST_ALPHA\n | GL.CONSTANT_COLOR\n | GL.ONE_MINUS_CONSTANT_COLOR\n | GL.CONSTANT_ALPHA\n | GL.ONE_MINUS_CONSTANT_ALPHA\n | GL.SRC_ALPHA_SATURATE;\n\n/**\n * Stencil actions\n * Constants passed to WebGLRenderingContext.stencilOp().\n */\nexport type GLStencilOp =\n | GL.KEEP\n | GL.ZERO\n | GL.REPLACE\n | GL.INCR\n | GL.INCR_WRAP\n | GL.DECR\n | GL.DECR_WRAP\n | GL.INVERT;\n\n/** Parameters for textures and samplers */\nexport type GLSamplerParameters = {\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_S]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_T]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_R]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n\n /** The texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. It sets the texture magnification function to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is generally faster than GL_LINEAR, but it can produce textured images with sharper edges because the transition between texture elements is not as smooth. Default: GL_LINEAR. */\n [GL.TEXTURE_MAG_FILTER]?: GL.NEAREST | GL.LINEAR;\n /** The texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. There are six defined minifying functions. Two of them use the nearest one or nearest four texture elements to compute the texture value. The other four use mipmaps. Default: GL_NEAREST_MIPMAP_LINEAR */\n [GL.TEXTURE_MIN_FILTER]?:\n | GL.NEAREST\n | GL.LINEAR\n | GL.NEAREST_MIPMAP_NEAREST\n | GL.NEAREST_MIPMAP_LINEAR\n | GL.LINEAR_MIPMAP_NEAREST\n | GL.LINEAR_MIPMAP_LINEAR;\n /* A GLfloat indicating the minimum level-of-detail mipmap. */\n [GL.TEXTURE_MIN_LOD]?: number;\n /* A GLfloat indicating the minimum level-of-detail mipmap. */\n [GL.TEXTURE_MAX_LOD]?: number;\n /** Texture parameter TEXTURE_COMPARE_FUNC specifies the depth texture comparison function */\n [GL.TEXTURE_COMPARE_FUNC]?: number; // COMPARE_FUNC);\n /** Texture parameter TEXTURE_COMPARE_MODE specifies the depth texture comparison operands. */\n [GL.TEXTURE_COMPARE_MODE]?: GL.COMPARE_REF_TO_TEXTURE;\n /** Max anisotropy level */\n [GL.TEXTURE_MAX_ANISOTROPY_EXT]?: number;\n};\n\n/**\n * All global WebGL parameters\n */\nexport type GLValueParameters = {\n [GL.BLEND]?: boolean;\n [GL.BLEND_COLOR]?: [number, number, number, number] | NumberArray;\n [GL.BLEND_EQUATION_RGB]?: GLBlendEquation;\n [GL.BLEND_EQUATION_ALPHA]?: GLBlendEquation;\n [GL.BLEND_SRC_RGB]?: GLBlendFunction;\n [GL.BLEND_DST_RGB]?: GLBlendFunction;\n [GL.BLEND_SRC_ALPHA]?: GLBlendFunction;\n [GL.BLEND_DST_ALPHA]?: GLBlendFunction;\n [GL.COLOR_CLEAR_VALUE]?: [number, number, number, number] | NumberArray;\n [GL.COLOR_WRITEMASK]?: [boolean, boolean, boolean, boolean] | boolean[];\n [GL.CULL_FACE]?: boolean;\n [GL.CULL_FACE_MODE]?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n [GL.DEPTH_TEST]?: boolean;\n [GL.DEPTH_CLEAR_VALUE]?: number;\n [GL.DEPTH_FUNC]?: GLFunction;\n [GL.DEPTH_RANGE]?: [number, number] | NumberArray;\n [GL.DEPTH_WRITEMASK]?: boolean;\n [GL.DITHER]?: boolean;\n [GL.FRAGMENT_SHADER_DERIVATIVE_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.CURRENT_PROGRAM]?: WebGLProgram | null;\n [GL.FRAMEBUFFER_BINDING]?: WebGLFramebuffer | null;\n [GL.RENDERBUFFER_BINDING]?: WebGLRenderbuffer | null;\n [GL.TRANSFORM_FEEDBACK_BINDING]?: WebGLTransformFeedback | null;\n [GL.VERTEX_ARRAY_BINDING]?: WebGLVertexArrayObject | null;\n [GL.ARRAY_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_READ_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_WRITE_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_PACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_UNPACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.TEXTURE_BINDING_2D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_2D_ARRAY]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_3D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_CUBE_MAP]?: WebGLTexture | null;\n [GL.FRONT_FACE]?: GL.CW | GL.CCW;\n [GL.GENERATE_MIPMAP_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.LINE_WIDTH]?: number;\n [GL.POLYGON_OFFSET_FILL]?: boolean;\n [GL.POLYGON_OFFSET_FACTOR]?: number;\n [GL.POLYGON_OFFSET_UNITS]?: number;\n [GL.SAMPLE_ALPHA_TO_COVERAGE]?: boolean;\n [GL.SAMPLE_COVERAGE]?: boolean;\n [GL.RASTERIZER_DISCARD]?: boolean;\n [GL.SAMPLE_COVERAGE_VALUE]?: number;\n [GL.SAMPLE_COVERAGE_INVERT]?: boolean;\n [GL.SCISSOR_TEST]?: boolean;\n [GL.SCISSOR_BOX]?: [number, number, number, number] | NumberArray;\n [GL.STENCIL_TEST]?: boolean;\n [GL.STENCIL_CLEAR_VALUE]?: number;\n [GL.STENCIL_WRITEMASK]?: number;\n [GL.STENCIL_BACK_WRITEMASK]?: number;\n [GL.STENCIL_FUNC]?: GLFunction;\n [GL.STENCIL_REF]?: number;\n [GL.STENCIL_VALUE_MASK]?: number;\n [GL.STENCIL_BACK_FUNC]?: GLFunction;\n [GL.STENCIL_BACK_REF]?: number;\n [GL.STENCIL_BACK_VALUE_MASK]?: number;\n [GL.STENCIL_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.STENCIL_BACK_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.VIEWPORT]?: [number, number, number, number] | NumberArray;\n\n // WEBGL1 PIXEL PACK/UNPACK MODES\n [GL.PACK_ALIGNMENT]?: number;\n [GL.UNPACK_ALIGNMENT]?: number;\n [GL.UNPACK_FLIP_Y_WEBGL]?: boolean;\n [GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL]?: boolean;\n [GL.UNPACK_COLORSPACE_CONVERSION_WEBGL]?: GL.NONE | GL.BROWSER_DEFAULT_WEBGL;\n\n // WEBGL2 PIXEL PACK/UNPACK MODES\n // RASTERIZER_DISCARD ...\n [GL.PACK_ROW_LENGTH]?: number;\n [GL.PACK_SKIP_PIXELS]?: number;\n [GL.PACK_SKIP_ROWS]?: number;\n [GL.READ_FRAMEBUFFER_BINDING]?: Framebuffer | null;\n [GL.UNPACK_ROW_LENGTH]?: number;\n [GL.UNPACK_IMAGE_HEIGHT]?: number;\n [GL.UNPACK_SKIP_PIXELS]?: number;\n [GL.UNPACK_SKIP_ROWS]?: number;\n [GL.UNPACK_SKIP_IMAGES]?: number;\n};\n\n/** \n * Function style WebGL parameters used by luma.gl\n * @todo Should perhaps be defined in webgl module\n */\nexport type GLFunctionParameters = {\n // Function-style setters\n framebuffer?: Framebuffer | null;\n blend?: boolean;\n blendColor?: [number, number, number, number] | NumberArray;\n blendEquation?: GLBlendEquation | [GLBlendEquation, GLBlendEquation];\n /* defines which function is used for blending pixel arithmetic. Defaults to one and zero */\n blendFunc?:\n | [GLBlendFunction, GLBlendFunction]\n | [GLBlendFunction, GLBlendFunction, GLBlendFunction, GLBlendFunction];\n\n clearColor?: [number, number, number, number] | NumberArray;\n clearDepth?: number;\n clearStencil?: number;\n\n colorMask?: [boolean, boolean, boolean, boolean] | boolean[];\n\n cull?: boolean;\n cullFace?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n\n depthTest?: boolean;\n depthFunc?: GLFunction;\n /** Specifies whether writing into the depth buffer is enabled. Default true, i.e. writing is enabled. */\n depthMask?: boolean;\n depthRange?: [number, number] | NumberArray;\n\n dither?: boolean;\n\n derivativeHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n frontFace?: GL.CW | GL.CCW;\n\n mipmapHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n lineWidth?: number;\n\n polygonOffsetFill?: boolean;\n polygonOffset?: [number, number];\n\n sampleCoverage?: [number, boolean];\n\n scissorTest?: boolean;\n scissor?: [number, number, number, number] | NumberArray;\n\n stencilTest?: boolean;\n /** Bit mask to enable or disable writing of individual bits in the stencil planes. By default, the mask is all 1. */\n stencilMask?: number | [number, number];\n stencilFunc?:\n | [GLFunction, number, number]\n | [GLFunction, number, number, GLFunction, number, number];\n stencilOp?:\n | [GLStencilOp, GLStencilOp, GLStencilOp]\n | [GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp];\n viewport?: [number, number, number, number] | NumberArray;\n};\n\n/** WebGL style parameters object (with both GL constants and function style fields) */\nexport type GLParameters = GLValueParameters & GLFunctionParameters;\n"],"mappings":"SAEQA,EAAE"}
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{"version":3,"file":"webgl-types.js","names":["GL"],"sources":["../src/webgl-types.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport {GL} from './constants-enum';\n\n/* eslint-disable camelcase */ // TODO is this needed?\n\n/** TypeScript type covering all typed arrays */\nexport type TypedArray =\n | Int8Array\n | Uint8Array\n | Int16Array\n | Uint16Array\n | Int32Array\n | Uint32Array\n | Uint8ClampedArray\n | Float32Array\n | Float64Array;\n\n/** type covering all typed arrays and classic arrays consisting of numbers */\nexport type NumberArray = number[] | TypedArray;\n\n/** We don't know the type of Framebuffer at this stage */\ntype Framebuffer = unknown;\n\n/** Rendering primitives. Constants passed to drawElements() or drawArrays() to specify what kind of primitive to render. */\nexport type GLPrimitiveTopology =\n | GL.POINTS\n | GL.LINES\n | GL.LINE_STRIP\n | GL.LINE_LOOP\n | GL.TRIANGLES\n | GL.TRIANGLE_STRIP\n | GL.TRIANGLE_FAN;\n\n/** Rendering primitives. Constants passed to transform feedback . */\nexport type GLPrimitive = GL.POINTS | GL.LINES | GL.TRIANGLES;\n\n/** Data Type */\nexport type GLDataType =\n | GL.FLOAT\n | GL.UNSIGNED_SHORT\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_BYTE\n | GL.BYTE\n | GL.SHORT\n | GL.INT;\n\n/** Pixel Type */\nexport type GLPixelType =\n | GL.UNSIGNED_BYTE\n | GL.UNSIGNED_SHORT_5_6_5\n | GL.UNSIGNED_SHORT_4_4_4_4\n | GL.UNSIGNED_SHORT_5_5_5_1;\n\n/** Uniform Type */\nexport type GLUniformType = GLSamplerType | GLCompositeType;\n\n/** Sampler uniform type */\nexport type GLSamplerType =\n | GL.SAMPLER_2D\n | GL.SAMPLER_CUBE\n | GL.SAMPLER_3D\n | GL.SAMPLER_2D_SHADOW\n | GL.SAMPLER_2D_ARRAY\n | GL.SAMPLER_2D_ARRAY_SHADOW\n | GL.SAMPLER_CUBE_SHADOW\n | GL.INT_SAMPLER_2D\n | GL.INT_SAMPLER_3D\n | GL.INT_SAMPLER_CUBE\n | GL.INT_SAMPLER_2D_ARRAY\n | GL.UNSIGNED_INT_SAMPLER_2D\n | GL.UNSIGNED_INT_SAMPLER_3D\n | GL.UNSIGNED_INT_SAMPLER_CUBE\n | GL.UNSIGNED_INT_SAMPLER_2D_ARRAY;\n\n/** Composite types table */ \nexport type GLCompositeType =\n | GL.FLOAT\n | GL.FLOAT_VEC2\n | GL.FLOAT_VEC3\n | GL.FLOAT_VEC4\n | GL.INT\n | GL.INT_VEC2\n | GL.INT_VEC3\n | GL.INT_VEC4\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_INT_VEC2\n | GL.UNSIGNED_INT_VEC3\n | GL.UNSIGNED_INT_VEC4\n | GL.BOOL\n | GL.BOOL_VEC2\n | GL.BOOL_VEC3\n | GL.BOOL_VEC4\n | GL.FLOAT_MAT2\n | GL.FLOAT_MAT2x3\n | GL.FLOAT_MAT2x4\n | GL.FLOAT_MAT3x2\n | GL.FLOAT_MAT3\n | GL.FLOAT_MAT3x4\n | GL.FLOAT_MAT4x2\n | GL.FLOAT_MAT4x3\n | GL.FLOAT_MAT4;\n\n/** \n * Depth or stencil tests\n * Constants passed to WebGLRenderingContext.depthFunc() or WebGLRenderingContext.stencilFunc().\n */\nexport type GLFunction =\n | GL.NEVER\n | GL.LESS\n | GL.EQUAL\n | GL.LEQUAL\n | GL.GREATER\n | GL.NOTEQUAL\n | GL.GEQUAL\n | GL.ALWAYS;\n\nexport type GLBlendEquation =\n | GL.FUNC_ADD\n | GL.FUNC_SUBTRACT\n | GL.FUNC_REVERSE_SUBTRACT\n | GL.MIN_EXT\n | GL.MAX_EXT;\n\nexport type GLBlendFunction =\n | GL.ZERO\n | GL.ONE\n | GL.SRC_COLOR\n | GL.ONE_MINUS_SRC_COLOR\n | GL.DST_COLOR\n | GL.ONE_MINUS_DST_COLOR\n | GL.SRC_ALPHA\n | GL.ONE_MINUS_SRC_ALPHA\n | GL.DST_ALPHA\n | GL.ONE_MINUS_DST_ALPHA\n | GL.CONSTANT_COLOR\n | GL.ONE_MINUS_CONSTANT_COLOR\n | GL.CONSTANT_ALPHA\n | GL.ONE_MINUS_CONSTANT_ALPHA\n | GL.SRC_ALPHA_SATURATE;\n\n/**\n * Stencil actions\n * Constants passed to WebGLRenderingContext.stencilOp().\n */\nexport type GLStencilOp =\n | GL.KEEP\n | GL.ZERO\n | GL.REPLACE\n | GL.INCR\n | GL.INCR_WRAP\n | GL.DECR\n | GL.DECR_WRAP\n | GL.INVERT;\n\n/** Parameters for textures and samplers */\nexport type GLSamplerParameters = {\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_S]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_T]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n /** Sets the wrap parameter for texture coordinate to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. */\n [GL.TEXTURE_WRAP_R]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n\n /** The texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. It sets the texture magnification function to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is generally faster than GL_LINEAR, but it can produce textured images with sharper edges because the transition between texture elements is not as smooth. Default: GL_LINEAR. */\n [GL.TEXTURE_MAG_FILTER]?: GL.NEAREST | GL.LINEAR;\n /** The texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. There are six defined minifying functions. Two of them use the nearest one or nearest four texture elements to compute the texture value. The other four use mipmaps. Default: GL_NEAREST_MIPMAP_LINEAR */\n [GL.TEXTURE_MIN_FILTER]?:\n | GL.NEAREST\n | GL.LINEAR\n | GL.NEAREST_MIPMAP_NEAREST\n | GL.NEAREST_MIPMAP_LINEAR\n | GL.LINEAR_MIPMAP_NEAREST\n | GL.LINEAR_MIPMAP_LINEAR;\n /* A GLfloat indicating the minimum level-of-detail mipmap. */\n [GL.TEXTURE_MIN_LOD]?: number;\n /* A GLfloat indicating the minimum level-of-detail mipmap. */\n [GL.TEXTURE_MAX_LOD]?: number;\n /** Texture parameter TEXTURE_COMPARE_FUNC specifies the depth texture comparison function */\n [GL.TEXTURE_COMPARE_FUNC]?: number; // COMPARE_FUNC);\n /** Texture parameter TEXTURE_COMPARE_MODE specifies the depth texture comparison operands. */\n [GL.TEXTURE_COMPARE_MODE]?: GL.COMPARE_REF_TO_TEXTURE;\n /** Max anisotropy level */\n [GL.TEXTURE_MAX_ANISOTROPY_EXT]?: number;\n};\n\n/**\n * All global WebGL parameters\n */\nexport type GLValueParameters = {\n [GL.BLEND]?: boolean;\n [GL.BLEND_COLOR]?: [number, number, number, number] | NumberArray;\n [GL.BLEND_EQUATION_RGB]?: GLBlendEquation;\n [GL.BLEND_EQUATION_ALPHA]?: GLBlendEquation;\n [GL.BLEND_SRC_RGB]?: GLBlendFunction;\n [GL.BLEND_DST_RGB]?: GLBlendFunction;\n [GL.BLEND_SRC_ALPHA]?: GLBlendFunction;\n [GL.BLEND_DST_ALPHA]?: GLBlendFunction;\n [GL.COLOR_CLEAR_VALUE]?: [number, number, number, number] | NumberArray;\n [GL.COLOR_WRITEMASK]?: [boolean, boolean, boolean, boolean] | boolean[];\n [GL.CULL_FACE]?: boolean;\n [GL.CULL_FACE_MODE]?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n [GL.DEPTH_TEST]?: boolean;\n [GL.DEPTH_CLEAR_VALUE]?: number;\n [GL.DEPTH_FUNC]?: GLFunction;\n [GL.DEPTH_RANGE]?: [number, number] | NumberArray;\n [GL.DEPTH_WRITEMASK]?: boolean;\n [GL.DITHER]?: boolean;\n [GL.FRAGMENT_SHADER_DERIVATIVE_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.CURRENT_PROGRAM]?: WebGLProgram | null;\n [GL.FRAMEBUFFER_BINDING]?: WebGLFramebuffer | null;\n [GL.RENDERBUFFER_BINDING]?: WebGLRenderbuffer | null;\n [GL.TRANSFORM_FEEDBACK_BINDING]?: WebGLTransformFeedback | null;\n [GL.VERTEX_ARRAY_BINDING]?: WebGLVertexArrayObject | null;\n [GL.ARRAY_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_READ_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_WRITE_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_PACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_UNPACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.TEXTURE_BINDING_2D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_2D_ARRAY]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_3D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_CUBE_MAP]?: WebGLTexture | null;\n [GL.FRONT_FACE]?: GL.CW | GL.CCW;\n [GL.GENERATE_MIPMAP_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.LINE_WIDTH]?: number;\n [GL.POLYGON_OFFSET_FILL]?: boolean;\n [GL.POLYGON_OFFSET_FACTOR]?: number;\n [GL.POLYGON_OFFSET_UNITS]?: number;\n [GL.SAMPLE_ALPHA_TO_COVERAGE]?: boolean;\n [GL.SAMPLE_COVERAGE]?: boolean;\n [GL.RASTERIZER_DISCARD]?: boolean;\n [GL.SAMPLE_COVERAGE_VALUE]?: number;\n [GL.SAMPLE_COVERAGE_INVERT]?: boolean;\n [GL.SCISSOR_TEST]?: boolean;\n [GL.SCISSOR_BOX]?: [number, number, number, number] | NumberArray;\n [GL.STENCIL_TEST]?: boolean;\n [GL.STENCIL_CLEAR_VALUE]?: number;\n [GL.STENCIL_WRITEMASK]?: number;\n [GL.STENCIL_BACK_WRITEMASK]?: number;\n [GL.STENCIL_FUNC]?: GLFunction;\n [GL.STENCIL_REF]?: number;\n [GL.STENCIL_VALUE_MASK]?: number;\n [GL.STENCIL_BACK_FUNC]?: GLFunction;\n [GL.STENCIL_BACK_REF]?: number;\n [GL.STENCIL_BACK_VALUE_MASK]?: number;\n [GL.STENCIL_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.STENCIL_BACK_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.VIEWPORT]?: [number, number, number, number] | NumberArray;\n\n // WEBGL1 PIXEL PACK/UNPACK MODES\n [GL.PACK_ALIGNMENT]?: number;\n [GL.UNPACK_ALIGNMENT]?: number;\n [GL.UNPACK_FLIP_Y_WEBGL]?: boolean;\n [GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL]?: boolean;\n [GL.UNPACK_COLORSPACE_CONVERSION_WEBGL]?: GL.NONE | GL.BROWSER_DEFAULT_WEBGL;\n\n // WEBGL2 PIXEL PACK/UNPACK MODES\n // RASTERIZER_DISCARD ...\n [GL.PACK_ROW_LENGTH]?: number;\n [GL.PACK_SKIP_PIXELS]?: number;\n [GL.PACK_SKIP_ROWS]?: number;\n [GL.READ_FRAMEBUFFER_BINDING]?: Framebuffer | null;\n [GL.UNPACK_ROW_LENGTH]?: number;\n [GL.UNPACK_IMAGE_HEIGHT]?: number;\n [GL.UNPACK_SKIP_PIXELS]?: number;\n [GL.UNPACK_SKIP_ROWS]?: number;\n [GL.UNPACK_SKIP_IMAGES]?: number;\n};\n\n/** \n * Function style WebGL parameters used by luma.gl\n * @todo Should perhaps be defined in webgl module\n */\nexport type GLFunctionParameters = {\n // Function-style setters\n framebuffer?: Framebuffer | null;\n blend?: boolean;\n blendColor?: [number, number, number, number] | NumberArray;\n blendEquation?: GLBlendEquation | [GLBlendEquation, GLBlendEquation];\n /* defines which function is used for blending pixel arithmetic. Defaults to one and zero */\n blendFunc?:\n | [GLBlendFunction, GLBlendFunction]\n | [GLBlendFunction, GLBlendFunction, GLBlendFunction, GLBlendFunction];\n\n clearColor?: [number, number, number, number] | NumberArray;\n clearDepth?: number;\n clearStencil?: number;\n\n colorMask?: [boolean, boolean, boolean, boolean] | boolean[];\n\n cull?: boolean;\n cullFace?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n\n depthTest?: boolean;\n depthFunc?: GLFunction;\n /** Specifies whether writing into the depth buffer is enabled. Default true, i.e. writing is enabled. */\n depthMask?: boolean;\n depthRange?: [number, number] | NumberArray;\n\n dither?: boolean;\n\n derivativeHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n frontFace?: GL.CW | GL.CCW;\n\n mipmapHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n lineWidth?: number;\n\n polygonOffsetFill?: boolean;\n polygonOffset?: [number, number];\n\n sampleCoverage?: [number, boolean];\n\n scissorTest?: boolean;\n scissor?: [number, number, number, number] | NumberArray;\n\n stencilTest?: boolean;\n /** Bit mask to enable or disable writing of individual bits in the stencil planes. By default, the mask is all 1. */\n stencilMask?: number | [number, number];\n stencilFunc?:\n | [GLFunction, number, number]\n | [GLFunction, number, number, GLFunction, number, number];\n stencilOp?:\n | [GLStencilOp, GLStencilOp, GLStencilOp]\n | [GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp];\n viewport?: [number, number, number, number] | NumberArray;\n};\n\n/** WebGL style parameters object (with both GL constants and function style fields) */\nexport type GLParameters = GLValueParameters & GLFunctionParameters;\n"],"mappings":"SAEQA,EAAE"}
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package/package.json
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{
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"name": "@luma.gl/constants",
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"version": "9.0.0-alpha.
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"version": "9.0.0-alpha.30",
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"description": "WebGL and WebGL2 constants",
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"type": "module",
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"license": "MIT",
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"build-bundle": "ocular-bundle ./src/bundle.ts",
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"pre-build": "npm run build-bundle && npm run build-bundle -- --env=dev"
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},
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"gitHead": "
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"gitHead": "7fb163f20d3400d59b59a17d36b4f3c466c559ba"
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}
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package/src/index.ts
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package/src/webgl-types.ts
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@@ -23,7 +23,7 @@ export type NumberArray = number[] | TypedArray;
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type Framebuffer = unknown;
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/** Rendering primitives. Constants passed to drawElements() or drawArrays() to specify what kind of primitive to render. */
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export type
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export type GLPrimitiveTopology =
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| GL.POINTS
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| GL.LINES
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| GL.LINE_STRIP
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