@luma.gl/engine 9.0.0-alpha.51 → 9.0.0-alpha.53

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.
@@ -5,6 +5,9 @@ import { ShaderAssembler } from '@luma.gl/shadertools';
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  import { ShaderInputs } from "../shader-inputs.js";
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  import { makeGPUGeometry } from "../geometry/gpu-geometry.js";
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  import { PipelineFactory } from "../lib/pipeline-factory.js";
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+ import { getDebugTableForShaderLayout } from "../debug/debug-shader-layout.js";
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+ const LOG_DRAW_PRIORITY = 2;
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+ const LOG_DRAW_TIMEOUT = 10000;
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  export class Model {
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  constructor(device, props) {
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  var _this$props$modules, _this$props$modules2, _this$shaderInputs;
@@ -34,6 +37,8 @@ export class Model {
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  this._gpuGeometry = null;
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  this._getModuleUniforms = void 0;
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  this.props = void 0;
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+ this._lastLogTime = 0;
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+ this._logOpen = false;
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  this.props = {
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  ...Model.defaultProps,
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  ...props
@@ -99,7 +104,7 @@ export class Model {
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  this.setUniforms(props.uniforms);
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  }
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  if (props.moduleSettings) {
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- console.warn('Model.props.moduleSettings is deprecated. Use Model.shaderInputs.setProps()');
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+ log.warn('Model.props.moduleSettings is deprecated. Use Model.shaderInputs.setProps()')();
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  this.updateModuleSettings(props.moduleSettings);
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  }
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  if (props.transformFeedback) {
@@ -116,16 +121,21 @@ export class Model {
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  }
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  draw(renderPass) {
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  this.predraw();
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- this.pipeline = this._updatePipeline();
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- this.pipeline.setBindings(this.bindings);
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- this.pipeline.setUniforms(this.uniforms);
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- this.pipeline.draw({
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- renderPass,
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- vertexArray: this.vertexArray,
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- vertexCount: this.vertexCount,
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- instanceCount: this.instanceCount,
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- transformFeedback: this.transformFeedback
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- });
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+ try {
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+ this._logDrawCallStart();
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+ this.pipeline = this._updatePipeline();
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+ this.pipeline.setBindings(this.bindings);
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+ this.pipeline.setUniforms(this.uniforms);
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+ this.pipeline.draw({
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+ renderPass,
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+ vertexArray: this.vertexArray,
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+ vertexCount: this.vertexCount,
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+ instanceCount: this.instanceCount,
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+ transformFeedback: this.transformFeedback
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+ });
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+ } finally {
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+ this._logDrawCallEnd();
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+ }
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  }
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  setGeometry(geometry) {
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  const gpuGeometry = geometry && makeGPUGeometry(this.device, geometry);
@@ -138,7 +148,7 @@ export class Model {
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  }
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  _setGeometryAttributes(gpuGeometry) {
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  this.vertexCount = gpuGeometry.vertexCount;
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- this.setAttributes(gpuGeometry.attributes);
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+ this.setAttributes(gpuGeometry.attributes, 'ignore-unknown');
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  this.setIndexBuffer(gpuGeometry.indices);
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  }
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  setTopology(topology) {
@@ -182,7 +192,7 @@ export class Model {
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  this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());
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  }
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  updateModuleSettings(props) {
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- console.warn('Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()');
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+ log.warn('Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()')();
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  const {
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  bindings,
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  uniforms
@@ -203,9 +213,9 @@ export class Model {
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  setTransformFeedback(transformFeedback) {
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  this.transformFeedback = transformFeedback;
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  }
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- setAttributes(buffers) {
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+ setAttributes(buffers, _option) {
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  if (buffers.indices) {
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- log.warn(`Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`);
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+ log.warn(`Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`)();
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  }
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  for (const [bufferName, buffer] of Object.entries(buffers)) {
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  var _bufferLayout$attribu;
@@ -223,7 +233,7 @@ export class Model {
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  set = true;
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  }
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  }
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- if (!set) {
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+ if (!set && _option !== 'ignore-unknown') {
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  log.warn(`Model(${this.id}): Ignoring buffer "${buffer.id}" for unknown attribute "${bufferName}"`)();
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  }
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  }
@@ -267,6 +277,32 @@ export class Model {
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  }
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  return this.pipeline;
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  }
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+ _logDrawCallStart() {
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+ const logDrawTimeout = log.level > 3 ? 0 : LOG_DRAW_TIMEOUT;
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+ if (Date.now() - this._lastLogTime < logDrawTimeout) {
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+ return undefined;
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+ }
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+ this._lastLogTime = Date.now();
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+ this._logOpen = true;
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+ log.group(LOG_DRAW_PRIORITY, `>>> DRAWING MODEL ${this.id}`, {
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+ collapsed: log.level <= 2
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+ })();
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+ }
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+ _logDrawCallEnd() {
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+ if (this._logOpen) {
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+ const shaderLayoutTable = getDebugTableForShaderLayout(this.pipeline.shaderLayout);
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+ log.table(LOG_DRAW_PRIORITY, shaderLayoutTable)();
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+ const uniformTable = this.shaderInputs.getDebugTable();
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+ for (const [name, value] of Object.entries(this.uniforms)) {
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+ uniformTable[name] = {
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+ value
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+ };
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+ }
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+ log.table(LOG_DRAW_PRIORITY, uniformTable)();
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+ log.groupEnd(LOG_DRAW_PRIORITY)();
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+ this._logOpen = false;
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+ }
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+ }
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  }
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  Model.defaultProps = {
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  ...RenderPipeline.defaultProps,
@@ -1 +1 @@
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- {"version":3,"file":"model.js","names":["RenderPipeline","UniformStore","log","uid","deepEqual","splitUniformsAndBindings","getAttributeInfosFromLayouts","ShaderAssembler","ShaderInputs","makeGPUGeometry","PipelineFactory","Model","constructor","device","props","_this$props$modules","_this$props$modules2","_this$shaderInputs","id","vs","fs","pipelineFactory","userData","parameters","topology","bufferLayout","vertexCount","instanceCount","indexBuffer","bufferAttributes","constantAttributes","bindings","uniforms","vertexArray","transformFeedback","pipeline","shaderInputs","_uniformStore","_pipelineNeedsUpdate","_attributeInfos","_gpuGeometry","_getModuleUniforms","defaultProps","Object","assign","moduleMap","fromEntries","modules","map","module","name","setShaderInputs","platformInfo","getPlatformInfo","length","getModules","getUniforms","shaderAssembler","assembleShaders","geometry","setGeometry","getDefaultPipelineFactory","_updatePipeline","createVertexArray","renderPipeline","_setGeometryAttributes","setVertexCount","setInstanceCount","indices","Error","setIndexBuffer","attributes","setAttributes","setConstantAttributes","setBindings","setUniforms","moduleSettings","console","warn","updateModuleSettings","seal","destroy","release","predraw","updateShaderInputs","draw","renderPass","gpuGeometry","setTopology","mergeBufferLayouts","_setPipelineNeedsUpdate","setBufferLayout","setParameters","moduleName","keys","uniformBuffer","getManagedUniformBuffer","getUniformValues","setTransformFeedback","buffers","bufferName","buffer","entries","_bufferLayout$attribu","find","layout","attributeNames","attribute","set","attributeName","attributeInfo","setBuffer","location","value","setConstant","reason","createRenderPipeline","createShader","stage","source","shaderLayout","handle","undefined","defines","varyings","getDefaultShaderAssembler","layouts1","layouts2","layouts","index","findIndex","attribute2","push","type","info","shaderLanguage","shadingLanguage","shaderLanguageVersion","shadingLanguageVersion","gpu","features"],"sources":["../../src/model/model.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {TypedArray, RenderPipelineProps, RenderPipelineParameters} from '@luma.gl/core';\nimport type {BufferLayout, VertexArray, TransformFeedback} from '@luma.gl/core';\nimport type {AttributeInfo, Binding, UniformValue, PrimitiveTopology} from '@luma.gl/core';\nimport {Device, Buffer, RenderPipeline, RenderPass, UniformStore} from '@luma.gl/core';\nimport {log, uid, deepEqual, splitUniformsAndBindings} from '@luma.gl/core';\nimport {getAttributeInfosFromLayouts} from '@luma.gl/core';\nimport type {ShaderModule, PlatformInfo} from '@luma.gl/shadertools';\nimport {ShaderAssembler} from '@luma.gl/shadertools';\nimport {ShaderInputs} from '../shader-inputs';\nimport type {Geometry} from '../geometry/geometry';\nimport {GPUGeometry, makeGPUGeometry} from '../geometry/gpu-geometry';\nimport {PipelineFactory} from '../lib/pipeline-factory';\n\nexport type ModelProps = Omit<RenderPipelineProps, 'vs' | 'fs'> & {\n // Model also accepts a string shaders\n vs: {glsl?: string; wgsl?: string} | string | null;\n fs: {glsl?: string; wgsl?: string} | string | null;\n /** shadertool shader modules (added to shader code) */\n modules?: ShaderModule[];\n /** Shadertool module defines (configures shader code)*/\n defines?: Record<string, string | number | boolean>;\n // TODO - injections, hooks etc?\n\n /** Shader inputs, used to generated uniform buffers and bindings */\n shaderInputs?: ShaderInputs;\n /** pipeline factory to use to create render pipelines. Defaults to default factory for the device */\n pipelineFactory?: PipelineFactory;\n /** Shader assembler. Defaults to the ShaderAssembler.getShaderAssembler() */\n shaderAssembler?: ShaderAssembler;\n\n /** Parameters that are built into the pipeline */\n parameters?: RenderPipelineParameters;\n\n /** Geometry */\n geometry?: GPUGeometry | Geometry | null;\n\n /** Vertex count */\n vertexCount?: number;\n /** instance count */\n instanceCount?: number;\n\n indexBuffer?: Buffer | null;\n /** @note this is really a map of buffers, not a map of attributes */\n attributes?: Record<string, Buffer>;\n /** */\n constantAttributes?: Record<string, TypedArray>;\n\n /** @internal For use with {@link TransformFeedback}, WebGL 2 only. */\n varyings?: string[];\n\n transformFeedback?: TransformFeedback;\n\n /** Mapped uniforms for shadertool modules */\n moduleSettings?: Record<string, Record<string, any>>;\n};\n\n/**\n * v9 Model API\n * A model\n * - automatically reuses pipelines (programs) when possible\n * - automatically rebuilds pipelines if necessary to accommodate changed settings\n * shadertools integration\n * - accepts modules and performs shader transpilation\n */\nexport class Model {\n static defaultProps: Required<ModelProps> = {\n ...RenderPipeline.defaultProps,\n vs: null,\n fs: null,\n id: 'unnamed',\n handle: undefined,\n userData: {},\n defines: {},\n modules: [],\n moduleSettings: undefined!,\n geometry: null,\n indexBuffer: null,\n attributes: {},\n constantAttributes: {},\n varyings: [],\n\n shaderInputs: undefined!,\n pipelineFactory: undefined!,\n transformFeedback: undefined,\n shaderAssembler: ShaderAssembler.getDefaultShaderAssembler()\n };\n\n readonly device: Device;\n readonly id: string;\n readonly vs: string;\n readonly fs: string;\n readonly pipelineFactory: PipelineFactory;\n userData: {[key: string]: any} = {};\n\n // Fixed properties (change can trigger pipeline rebuild)\n\n /** The render pipeline GPU parameters, depth testing etc */\n parameters: RenderPipelineParameters;\n\n /** The primitive topology */\n topology: PrimitiveTopology;\n /** Buffer layout */\n bufferLayout: BufferLayout[];\n\n // Dynamic properties\n\n /** Vertex count */\n vertexCount: number;\n /** instance count */\n instanceCount: number = 0;\n\n /** Index buffer */\n indexBuffer: Buffer | null = null;\n /** Buffer-valued attributes */\n bufferAttributes: Record<string, Buffer> = {};\n /** Constant-valued attributes */\n constantAttributes: Record<string, TypedArray> = {};\n /** Bindings (textures, samplers, uniform buffers) */\n bindings: Record<string, Binding> = {};\n /** Sets uniforms @deprecated Use uniform buffers and setBindings() for portability*/\n uniforms: Record<string, UniformValue> = {};\n\n /**\n * VertexArray\n * @note not implemented: if bufferLayout is updated, vertex array has to be rebuilt!\n * @todo - allow application to define multiple vertex arrays?\n * */\n vertexArray: VertexArray;\n\n /** TransformFeedback, WebGL 2 only. */\n transformFeedback: TransformFeedback | null = null;\n\n /** The underlying GPU \"program\". @note May be recreated if parameters change */\n pipeline: RenderPipeline;\n\n /** ShaderInputs instance */\n shaderInputs: ShaderInputs;\n\n _uniformStore: UniformStore;\n\n _pipelineNeedsUpdate: string | false = 'newly created';\n _attributeInfos: Record<string, AttributeInfo> = {};\n _gpuGeometry: GPUGeometry | null = null;\n private _getModuleUniforms: (props?: Record<string, Record<string, any>>) => Record<string, any>;\n private props: Required<ModelProps>;\n\n constructor(device: Device, props: ModelProps) {\n this.props = {...Model.defaultProps, ...props};\n props = this.props;\n this.id = props.id || uid('model');\n this.device = device;\n\n Object.assign(this.userData, props.userData);\n\n // Setup shader module inputs\n const moduleMap = Object.fromEntries(this.props.modules?.map(module => [module.name, module]) || []);\n this.setShaderInputs(props.shaderInputs || new ShaderInputs(moduleMap));\n\n // Setup shader assembler\n const platformInfo = getPlatformInfo(device);\n const modules = (this.props.modules?.length > 0 ? this.props.modules : this.shaderInputs?.getModules()) || [];\n const {vs, fs, getUniforms} = this.props.shaderAssembler.assembleShaders({platformInfo, ...this.props, modules});\n\n this.vs = vs;\n this.fs = fs;\n this._getModuleUniforms = getUniforms;\n\n this.vertexCount = this.props.vertexCount;\n this.instanceCount = this.props.instanceCount;\n\n this.topology = this.props.topology;\n this.bufferLayout = this.props.bufferLayout;\n this.parameters = this.props.parameters;\n\n // Geometry, if provided, sets topology and vertex cound\n if (props.geometry) {\n this._gpuGeometry = this.setGeometry(props.geometry);\n }\n\n this.pipelineFactory =\n props.pipelineFactory || PipelineFactory.getDefaultPipelineFactory(this.device);\n\n // Create the pipeline\n // @note order is important\n this.pipeline = this._updatePipeline();\n\n this.vertexArray = device.createVertexArray({\n renderPipeline: this.pipeline\n });\n\n // Now we can apply geometry attributes\n if (this._gpuGeometry) {\n this._setGeometryAttributes(this._gpuGeometry);\n }\n\n // Apply any dynamic settings that will not trigger pipeline change\n if (props.vertexCount) {\n this.setVertexCount(props.vertexCount);\n }\n if (props.instanceCount) {\n this.setInstanceCount(props.instanceCount);\n }\n // @ts-expect-error\n if (props.indices) {\n throw new Error('Model.props.indices removed. Use props.indexBuffer');\n }\n if (props.indexBuffer) {\n this.setIndexBuffer(props.indexBuffer);\n }\n if (props.attributes) {\n this.setAttributes(props.attributes);\n }\n if (props.constantAttributes) {\n this.setConstantAttributes(props.constantAttributes);\n }\n if (props.bindings) {\n this.setBindings(props.bindings);\n }\n if (props.uniforms) {\n this.setUniforms(props.uniforms);\n }\n if (props.moduleSettings) {\n // eslint-disable-next-line no-console\n console.warn('Model.props.moduleSettings is deprecated. Use Model.shaderInputs.setProps()');\n this.updateModuleSettings(props.moduleSettings);\n }\n if (props.transformFeedback) {\n this.transformFeedback = props.transformFeedback;\n }\n\n // WebGL1?\n // this.setUniforms(this._getModuleUniforms()); // Get all default module uniforms\n\n // Catch any access to non-standard props\n Object.seal(this);\n }\n\n destroy(): void {\n this.pipelineFactory.release(this.pipeline);\n this._uniformStore.destroy();\n }\n\n // Draw call\n\n predraw() {\n // Update uniform buffers if needed\n this.updateShaderInputs();\n }\n\n draw(renderPass: RenderPass): void {\n this.predraw();\n\n // Check if the pipeline is invalidated\n // TODO - this is likely the worst place to do this from performance perspective. Perhaps add a predraw()?\n this.pipeline = this._updatePipeline();\n\n // Set pipeline state, we may be sharing a pipeline so we need to set all state on every draw\n // Any caching needs to be done inside the pipeline functions\n this.pipeline.setBindings(this.bindings);\n this.pipeline.setUniforms(this.uniforms);\n\n this.pipeline.draw({\n renderPass,\n vertexArray: this.vertexArray,\n vertexCount: this.vertexCount,\n instanceCount: this.instanceCount,\n transformFeedback: this.transformFeedback\n });\n }\n\n // Update fixed fields (can trigger pipeline rebuild)\n\n /**\n * Updates the optional geometry\n * Geometry, set topology and bufferLayout\n * @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setGeometry(geometry: GPUGeometry | Geometry): GPUGeometry {\n const gpuGeometry = geometry && makeGPUGeometry(this.device, geometry);\n this.setTopology(gpuGeometry.topology || 'triangle-list');\n this.bufferLayout = mergeBufferLayouts(this.bufferLayout, gpuGeometry.bufferLayout);\n if (this.vertexArray) {\n this._setGeometryAttributes(gpuGeometry);\n }\n return gpuGeometry;\n }\n\n /**\n * Updates the optional geometry attributes\n * Geometry, sets several attributes, indexBuffer, and also vertex count\n * @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n _setGeometryAttributes(gpuGeometry: GPUGeometry): void {\n // TODO - delete previous geometry?\n this.vertexCount = gpuGeometry.vertexCount;\n this.setAttributes(gpuGeometry.attributes);\n this.setIndexBuffer(gpuGeometry.indices);\n }\n\n /**\n * Updates the primitive topology ('triangle-list', 'triangle-strip' etc).\n * @note Triggers a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setTopology(topology: PrimitiveTopology): void {\n if (topology !== this.topology) {\n this.topology = topology;\n this._setPipelineNeedsUpdate('topology');\n }\n }\n\n /**\n * Updates the buffer layout.\n * @note Triggers a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setBufferLayout(bufferLayout: BufferLayout[]): void {\n this.bufferLayout = this._gpuGeometry\n ? mergeBufferLayouts(bufferLayout, this._gpuGeometry.bufferLayout)\n : bufferLayout;\n this._setPipelineNeedsUpdate('bufferLayout');\n\n // Recreate the pipeline\n this.pipeline = this._updatePipeline();\n\n // vertex array needs to be updated if we update buffer layout,\n // but not if we update parameters\n this.vertexArray = this.device.createVertexArray({\n renderPipeline: this.pipeline\n });\n\n // Reapply geometry attributes to the new vertex array\n if (this._gpuGeometry) {\n this._setGeometryAttributes(this._gpuGeometry);\n }\n }\n\n /**\n * Set GPU parameters.\n * @note Can trigger a pipeline rebuild / pipeline cache fetch.\n * @param parameters\n */\n setParameters(parameters: RenderPipelineParameters) {\n if (!deepEqual(parameters, this.parameters, 2)) {\n this.parameters = parameters;\n this._setPipelineNeedsUpdate('parameters');\n }\n }\n\n // Update dynamic fields\n\n /**\n * Updates the vertex count (used in draw calls)\n * @note Any attributes with stepMode=vertex need to be at least this big\n */\n setVertexCount(vertexCount: number): void {\n this.vertexCount = vertexCount;\n }\n\n /**\n * Updates the instance count (used in draw calls)\n * @note Any attributes with stepMode=instance need to be at least this big\n */\n setInstanceCount(instanceCount: number): void {\n this.instanceCount = instanceCount;\n }\n\n setShaderInputs(shaderInputs: ShaderInputs): void {\n this.shaderInputs = shaderInputs;\n this._uniformStore = new UniformStore(this.shaderInputs.modules);\n // Create uniform buffer bindings for all modules\n for (const moduleName of Object.keys(this.shaderInputs.modules)) {\n const uniformBuffer = this._uniformStore.getManagedUniformBuffer(\n this.device,\n moduleName\n );\n this.bindings[`${moduleName}Uniforms`] = uniformBuffer;\n }\n }\n\n updateShaderInputs(): void {\n this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());\n }\n\n /**\n * @deprecated Updates shader module settings (which results in uniforms being set)\n */\n updateModuleSettings(props: Record<string, any>): void {\n // eslint-disable-next-line no-console\n console.warn('Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()');\n const {bindings, uniforms} = splitUniformsAndBindings(this._getModuleUniforms(props));\n Object.assign(this.bindings, bindings);\n Object.assign(this.uniforms, uniforms);\n }\n \n /**\n * Sets bindings (textures, samplers, uniform buffers)\n */\n setBindings(bindings: Record<string, Binding>): void {\n Object.assign(this.bindings, bindings);\n }\n\n /**\n * Sets individual uniforms\n * @deprecated WebGL only, use uniform buffers for portability\n * @param uniforms\n * @returns self for chaining\n */\n setUniforms(uniforms: Record<string, UniformValue>): void {\n this.pipeline.setUniforms(uniforms);\n Object.assign(this.uniforms, uniforms);\n }\n\n /**\n * Sets the index buffer\n * @todo - how to unset it if we change geometry?\n */\n setIndexBuffer(indexBuffer: Buffer | null): void {\n this.vertexArray.setIndexBuffer(indexBuffer);\n }\n\n /**\n * Updates optional transform feedback. WebGL 2 only.\n */\n setTransformFeedback(transformFeedback: TransformFeedback | null): void {\n this.transformFeedback = transformFeedback;\n }\n\n /**\n * Sets attributes (buffers)\n * @note Overrides any attributes previously set with the same name\n */\n setAttributes(buffers: Record<string, Buffer>): void {\n if (buffers.indices) {\n log.warn(\n `Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`\n );\n }\n for (const [bufferName, buffer] of Object.entries(buffers)) {\n const bufferLayout = this.bufferLayout.find(layout => layout.name === bufferName);\n if (!bufferLayout) {\n log.warn(`Model(${this.id}): Missing layout for buffer \"${bufferName}\".`)();\n continue; // eslint-disable-line no-continue\n }\n\n // For an interleaved attribute we may need to set multiple attributes\n const attributeNames = bufferLayout.attributes\n ? bufferLayout.attributes?.map(layout => layout.attribute)\n : [bufferLayout.name];\n let set = false;\n for (const attributeName of attributeNames) {\n const attributeInfo = this._attributeInfos[attributeName];\n if (attributeInfo) {\n this.vertexArray.setBuffer(attributeInfo.location, buffer);\n set = true;\n }\n }\n if (!set) {\n log.warn(\n `Model(${this.id}): Ignoring buffer \"${buffer.id}\" for unknown attribute \"${bufferName}\"`\n )();\n }\n }\n }\n\n /**\n * Sets constant attributes\n * @note Overrides any attributes previously set with the same name\n * Constant attributes are only supported in WebGL, not in WebGPU\n * Any attribute that is disabled in the current vertex array object\n * is read from the context's global constant value for that attribute location.\n * @param constantAttributes\n */\n setConstantAttributes(attributes: Record<string, TypedArray>): void {\n for (const [attributeName, value] of Object.entries(attributes)) {\n const attributeInfo = this._attributeInfos[attributeName];\n if (attributeInfo) {\n this.vertexArray.setConstant(attributeInfo.location, value);\n } else {\n log.warn(\n `Model \"${this.id}: Ignoring constant supplied for unknown attribute \"${attributeName}\"`\n )();\n }\n }\n }\n\n _setPipelineNeedsUpdate(reason: string): void {\n this._pipelineNeedsUpdate = this._pipelineNeedsUpdate || reason;\n }\n\n _updatePipeline(): RenderPipeline {\n if (this._pipelineNeedsUpdate) {\n if (this.pipeline) {\n log.log(\n 1,\n `Model ${this.id}: Recreating pipeline because \"${this._pipelineNeedsUpdate}\".`\n )();\n }\n this._pipelineNeedsUpdate = false;\n this.pipeline = this.device.createRenderPipeline({\n ...this.props,\n bufferLayout: this.bufferLayout,\n topology: this.topology,\n parameters: this.parameters,\n vs: this.device.createShader({id: '{$this.id}-vertex', stage: 'vertex', source: this.vs}),\n fs: this.fs\n ? this.device.createShader({\n id: '{$this.id}-fragment',\n stage: 'fragment',\n source: this.fs\n })\n : null\n });\n this._attributeInfos = getAttributeInfosFromLayouts(\n this.pipeline.shaderLayout,\n this.bufferLayout\n );\n }\n return this.pipeline;\n }\n}\n\n// HELPERS\n\n/** TODO - move to core, document add tests */\nfunction mergeBufferLayouts(layouts1: BufferLayout[], layouts2: BufferLayout[]): BufferLayout[] {\n const layouts = [...layouts1];\n for (const attribute of layouts2) {\n const index = layouts.findIndex(attribute2 => attribute2.name === attribute.name);\n if (index < 0) {\n layouts.push(attribute);\n } else {\n layouts[index] = attribute;\n }\n }\n return layouts;\n}\n\n/** Create a shadertools platform info from the Device */\nexport function getPlatformInfo(device: Device): PlatformInfo {\n return {\n type: device.info.type,\n shaderLanguage: device.info.shadingLanguage,\n shaderLanguageVersion: device.info.shadingLanguageVersion as 100 | 300,\n gpu: device.info.gpu,\n features: device.features\n 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Defaults to default factory for the device */\n pipelineFactory?: PipelineFactory;\n /** Shader assembler. Defaults to the ShaderAssembler.getShaderAssembler() */\n shaderAssembler?: ShaderAssembler;\n\n /** Parameters that are built into the pipeline */\n parameters?: RenderPipelineParameters;\n\n /** Geometry */\n geometry?: GPUGeometry | Geometry | null;\n\n /** Vertex count */\n vertexCount?: number;\n /** instance count */\n instanceCount?: number;\n\n indexBuffer?: Buffer | null;\n /** @note this is really a map of buffers, not a map of attributes */\n attributes?: Record<string, Buffer>;\n /** */\n constantAttributes?: Record<string, TypedArray>;\n\n /** @internal For use with {@link TransformFeedback}, WebGL 2 only. */\n varyings?: string[];\n\n transformFeedback?: TransformFeedback;\n\n /** Mapped uniforms for shadertool modules */\n moduleSettings?: Record<string, Record<string, any>>;\n};\n\n/**\n * v9 Model API\n * A model\n * - automatically reuses pipelines (programs) when possible\n * - automatically rebuilds pipelines if necessary to accommodate changed settings\n * shadertools integration\n * - accepts modules and performs shader transpilation\n */\nexport class Model {\n static defaultProps: Required<ModelProps> = {\n ...RenderPipeline.defaultProps,\n vs: null,\n fs: null,\n id: 'unnamed',\n handle: undefined,\n userData: {},\n defines: {},\n modules: [],\n moduleSettings: undefined!,\n geometry: null,\n indexBuffer: null,\n attributes: {},\n constantAttributes: {},\n varyings: [],\n\n shaderInputs: undefined!,\n pipelineFactory: undefined!,\n transformFeedback: undefined,\n shaderAssembler: ShaderAssembler.getDefaultShaderAssembler()\n };\n\n readonly device: Device;\n readonly id: string;\n readonly vs: string;\n readonly fs: string;\n readonly pipelineFactory: PipelineFactory;\n userData: {[key: string]: any} = {};\n\n // Fixed properties (change can trigger pipeline rebuild)\n\n /** The render pipeline GPU parameters, depth testing etc */\n parameters: RenderPipelineParameters;\n\n /** The primitive topology */\n topology: PrimitiveTopology;\n /** Buffer layout */\n bufferLayout: BufferLayout[];\n\n // Dynamic properties\n\n /** Vertex count */\n vertexCount: number;\n /** instance count */\n instanceCount: number = 0;\n\n /** Index buffer */\n indexBuffer: Buffer | null = null;\n /** Buffer-valued attributes */\n bufferAttributes: Record<string, Buffer> = {};\n /** Constant-valued attributes */\n constantAttributes: Record<string, TypedArray> = {};\n /** Bindings (textures, samplers, uniform buffers) */\n bindings: Record<string, Binding> = {};\n /** Sets uniforms @deprecated Use uniform buffers and setBindings() for portability*/\n uniforms: Record<string, UniformValue> = {};\n\n /**\n * VertexArray\n * @note not implemented: if bufferLayout is updated, vertex array has to be rebuilt!\n * @todo - allow application to define multiple vertex arrays?\n * */\n vertexArray: VertexArray;\n\n /** TransformFeedback, WebGL 2 only. */\n transformFeedback: TransformFeedback | null = null;\n\n /** The underlying GPU \"program\". @note May be recreated if parameters change */\n pipeline: RenderPipeline;\n\n /** ShaderInputs instance */\n shaderInputs: ShaderInputs;\n\n _uniformStore: UniformStore;\n\n _pipelineNeedsUpdate: string | false = 'newly created';\n _attributeInfos: Record<string, AttributeInfo> = {};\n _gpuGeometry: GPUGeometry | null = null;\n private _getModuleUniforms: (props?: Record<string, Record<string, any>>) => Record<string, any>;\n private props: Required<ModelProps>;\n\n constructor(device: Device, props: ModelProps) {\n this.props = {...Model.defaultProps, ...props};\n props = this.props;\n this.id = props.id || uid('model');\n this.device = device;\n\n Object.assign(this.userData, props.userData);\n\n // Setup shader module inputs\n const moduleMap = Object.fromEntries(this.props.modules?.map(module => [module.name, module]) || []);\n this.setShaderInputs(props.shaderInputs || new ShaderInputs(moduleMap));\n\n // Setup shader assembler\n const platformInfo = getPlatformInfo(device);\n const modules = (this.props.modules?.length > 0 ? this.props.modules : this.shaderInputs?.getModules()) || [];\n const {vs, fs, getUniforms} = this.props.shaderAssembler.assembleShaders({platformInfo, ...this.props, modules});\n\n this.vs = vs;\n this.fs = fs;\n this._getModuleUniforms = getUniforms;\n\n this.vertexCount = this.props.vertexCount;\n this.instanceCount = this.props.instanceCount;\n\n this.topology = this.props.topology;\n this.bufferLayout = this.props.bufferLayout;\n this.parameters = this.props.parameters;\n\n // Geometry, if provided, sets topology and vertex cound\n if (props.geometry) {\n this._gpuGeometry = this.setGeometry(props.geometry);\n }\n\n this.pipelineFactory =\n props.pipelineFactory || PipelineFactory.getDefaultPipelineFactory(this.device);\n\n // Create the pipeline\n // @note order is important\n this.pipeline = this._updatePipeline();\n\n this.vertexArray = device.createVertexArray({\n renderPipeline: this.pipeline\n });\n\n // Now we can apply geometry attributes\n if (this._gpuGeometry) {\n this._setGeometryAttributes(this._gpuGeometry);\n }\n\n // Apply any dynamic settings that will not trigger pipeline change\n if (props.vertexCount) {\n this.setVertexCount(props.vertexCount);\n }\n if (props.instanceCount) {\n this.setInstanceCount(props.instanceCount);\n }\n // @ts-expect-error\n if (props.indices) {\n throw new Error('Model.props.indices removed. Use props.indexBuffer');\n }\n if (props.indexBuffer) {\n this.setIndexBuffer(props.indexBuffer);\n }\n if (props.attributes) {\n this.setAttributes(props.attributes);\n }\n if (props.constantAttributes) {\n this.setConstantAttributes(props.constantAttributes);\n }\n if (props.bindings) {\n this.setBindings(props.bindings);\n }\n if (props.uniforms) {\n this.setUniforms(props.uniforms);\n }\n if (props.moduleSettings) {\n log.warn('Model.props.moduleSettings is deprecated. Use Model.shaderInputs.setProps()')();\n this.updateModuleSettings(props.moduleSettings);\n }\n if (props.transformFeedback) {\n this.transformFeedback = props.transformFeedback;\n }\n\n // WebGL1?\n // this.setUniforms(this._getModuleUniforms()); // Get all default module uniforms\n\n // Catch any access to non-standard props\n Object.seal(this);\n }\n\n destroy(): void {\n this.pipelineFactory.release(this.pipeline);\n this._uniformStore.destroy();\n }\n\n // Draw call\n\n predraw() {\n // Update uniform buffers if needed\n this.updateShaderInputs();\n }\n\n draw(renderPass: RenderPass): void {\n this.predraw();\n\n try {\n this._logDrawCallStart();\n\n // Check if the pipeline is invalidated\n // TODO - this is likely the worst place to do this from performance perspective. Perhaps add a predraw()?\n this.pipeline = this._updatePipeline();\n\n // Set pipeline state, we may be sharing a pipeline so we need to set all state on every draw\n // Any caching needs to be done inside the pipeline functions\n this.pipeline.setBindings(this.bindings);\n this.pipeline.setUniforms(this.uniforms);\n\n this.pipeline.draw({\n renderPass,\n vertexArray: this.vertexArray,\n vertexCount: this.vertexCount,\n instanceCount: this.instanceCount,\n transformFeedback: this.transformFeedback\n });\n } finally {\n this._logDrawCallEnd();\n }\n }\n\n // Update fixed fields (can trigger pipeline rebuild)\n\n /**\n * Updates the optional geometry\n * Geometry, set topology and bufferLayout\n * @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setGeometry(geometry: GPUGeometry | Geometry): GPUGeometry {\n const gpuGeometry = geometry && makeGPUGeometry(this.device, geometry);\n this.setTopology(gpuGeometry.topology || 'triangle-list');\n this.bufferLayout = mergeBufferLayouts(this.bufferLayout, gpuGeometry.bufferLayout);\n if (this.vertexArray) {\n this._setGeometryAttributes(gpuGeometry);\n }\n return gpuGeometry;\n }\n\n /**\n * Updates the optional geometry attributes\n * Geometry, sets several attributes, indexBuffer, and also vertex count\n * @note Can trigger a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n _setGeometryAttributes(gpuGeometry: GPUGeometry): void {\n // TODO - delete previous geometry?\n this.vertexCount = gpuGeometry.vertexCount;\n this.setAttributes(gpuGeometry.attributes, 'ignore-unknown');\n this.setIndexBuffer(gpuGeometry.indices);\n }\n\n /**\n * Updates the primitive topology ('triangle-list', 'triangle-strip' etc).\n * @note Triggers a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setTopology(topology: PrimitiveTopology): void {\n if (topology !== this.topology) {\n this.topology = topology;\n this._setPipelineNeedsUpdate('topology');\n }\n }\n\n /**\n * Updates the buffer layout.\n * @note Triggers a pipeline rebuild / pipeline cache fetch on WebGPU\n */\n setBufferLayout(bufferLayout: BufferLayout[]): void {\n this.bufferLayout = this._gpuGeometry\n ? mergeBufferLayouts(bufferLayout, this._gpuGeometry.bufferLayout)\n : bufferLayout;\n this._setPipelineNeedsUpdate('bufferLayout');\n\n // Recreate the pipeline\n this.pipeline = this._updatePipeline();\n\n // vertex array needs to be updated if we update buffer layout,\n // but not if we update parameters\n this.vertexArray = this.device.createVertexArray({\n renderPipeline: this.pipeline\n });\n\n // Reapply geometry attributes to the new vertex array\n if (this._gpuGeometry) {\n this._setGeometryAttributes(this._gpuGeometry);\n }\n }\n\n /**\n * Set GPU parameters.\n * @note Can trigger a pipeline rebuild / pipeline cache fetch.\n * @param parameters\n */\n setParameters(parameters: RenderPipelineParameters) {\n if (!deepEqual(parameters, this.parameters, 2)) {\n this.parameters = parameters;\n this._setPipelineNeedsUpdate('parameters');\n }\n }\n\n // Update dynamic fields\n\n /**\n * Updates the vertex count (used in draw calls)\n * @note Any attributes with stepMode=vertex need to be at least this big\n */\n setVertexCount(vertexCount: number): void {\n this.vertexCount = vertexCount;\n }\n\n /**\n * Updates the instance count (used in draw calls)\n * @note Any attributes with stepMode=instance need to be at least this big\n */\n setInstanceCount(instanceCount: number): void {\n this.instanceCount = instanceCount;\n }\n\n setShaderInputs(shaderInputs: ShaderInputs): void {\n this.shaderInputs = shaderInputs;\n this._uniformStore = new UniformStore(this.shaderInputs.modules);\n // Create uniform buffer bindings for all modules\n for (const moduleName of Object.keys(this.shaderInputs.modules)) {\n const uniformBuffer = this._uniformStore.getManagedUniformBuffer(\n this.device,\n moduleName\n );\n this.bindings[`${moduleName}Uniforms`] = uniformBuffer;\n }\n }\n\n updateShaderInputs(): void {\n this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());\n }\n\n /**\n * @deprecated Updates shader module settings (which results in uniforms being set)\n */\n updateModuleSettings(props: Record<string, any>): void {\n log.warn('Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()')();\n const {bindings, uniforms} = splitUniformsAndBindings(this._getModuleUniforms(props));\n Object.assign(this.bindings, bindings);\n Object.assign(this.uniforms, uniforms);\n }\n \n /**\n * Sets bindings (textures, samplers, uniform buffers)\n */\n setBindings(bindings: Record<string, Binding>): void {\n Object.assign(this.bindings, bindings);\n }\n\n /**\n * Sets individual uniforms\n * @deprecated WebGL only, use uniform buffers for portability\n * @param uniforms\n * @returns self for chaining\n */\n setUniforms(uniforms: Record<string, UniformValue>): void {\n this.pipeline.setUniforms(uniforms);\n Object.assign(this.uniforms, uniforms);\n }\n\n /**\n * Sets the index buffer\n * @todo - how to unset it if we change geometry?\n */\n setIndexBuffer(indexBuffer: Buffer | null): void {\n this.vertexArray.setIndexBuffer(indexBuffer);\n }\n\n /**\n * Updates optional transform feedback. WebGL 2 only.\n */\n setTransformFeedback(transformFeedback: TransformFeedback | null): void {\n this.transformFeedback = transformFeedback;\n }\n\n /**\n * Sets attributes (buffers)\n * @note Overrides any attributes previously set with the same name\n */\n setAttributes(buffers: Record<string, Buffer>, _option?: 'ignore-unknown'): void {\n if (buffers.indices) {\n log.warn(\n `Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`\n )();\n }\n for (const [bufferName, buffer] of Object.entries(buffers)) {\n const bufferLayout = this.bufferLayout.find(layout => layout.name === bufferName);\n if (!bufferLayout) {\n log.warn(`Model(${this.id}): Missing layout for buffer \"${bufferName}\".`)();\n continue; // eslint-disable-line no-continue\n }\n\n // For an interleaved attribute we may need to set multiple attributes\n const attributeNames = bufferLayout.attributes\n ? bufferLayout.attributes?.map(layout => layout.attribute)\n : [bufferLayout.name];\n let set = false;\n for (const attributeName of attributeNames) {\n const attributeInfo = this._attributeInfos[attributeName];\n if (attributeInfo) {\n this.vertexArray.setBuffer(attributeInfo.location, buffer);\n set = true;\n }\n }\n if (!set && _option !== 'ignore-unknown') {\n log.warn(\n `Model(${this.id}): Ignoring buffer \"${buffer.id}\" for unknown attribute \"${bufferName}\"`\n )();\n }\n }\n }\n\n /**\n * Sets constant attributes\n * @note Overrides any attributes previously set with the same name\n * Constant attributes are only supported in WebGL, not in WebGPU\n * Any attribute that is disabled in the current vertex array object\n * is read from the context's global constant value for that attribute location.\n * @param constantAttributes\n */\n setConstantAttributes(attributes: Record<string, TypedArray>): void {\n for (const [attributeName, value] of Object.entries(attributes)) {\n const attributeInfo = this._attributeInfos[attributeName];\n if (attributeInfo) {\n this.vertexArray.setConstant(attributeInfo.location, value);\n } else {\n log.warn(\n `Model \"${this.id}: Ignoring constant supplied for unknown attribute \"${attributeName}\"`\n )();\n }\n }\n }\n\n _setPipelineNeedsUpdate(reason: string): void {\n this._pipelineNeedsUpdate = this._pipelineNeedsUpdate || reason;\n }\n\n _updatePipeline(): RenderPipeline {\n if (this._pipelineNeedsUpdate) {\n if (this.pipeline) {\n log.log(\n 1,\n `Model ${this.id}: Recreating pipeline because \"${this._pipelineNeedsUpdate}\".`\n )();\n }\n this._pipelineNeedsUpdate = false;\n this.pipeline = this.device.createRenderPipeline({\n ...this.props,\n bufferLayout: this.bufferLayout,\n topology: this.topology,\n parameters: this.parameters,\n vs: this.device.createShader({id: '{$this.id}-vertex', stage: 'vertex', source: this.vs}),\n fs: this.fs\n ? this.device.createShader({\n id: '{$this.id}-fragment',\n stage: 'fragment',\n source: this.fs\n })\n : null\n });\n this._attributeInfos = getAttributeInfosFromLayouts(\n this.pipeline.shaderLayout,\n this.bufferLayout\n );\n }\n return this.pipeline;\n }\n\n /** Throttle draw call logging */\n _lastLogTime = 0;\n _logOpen = false;\n\n _logDrawCallStart(): void {\n // IF level is 4 or higher, log every frame.\n const logDrawTimeout = log.level > 3 ? 0 : LOG_DRAW_TIMEOUT;\n if (Date.now() - this._lastLogTime < logDrawTimeout) {\n return undefined;\n }\n\n this._lastLogTime = Date.now();\n this._logOpen = true;\n\n log.group(LOG_DRAW_PRIORITY, `>>> DRAWING MODEL ${this.id}`, {collapsed: log.level <= 2})();\n }\n\n _logDrawCallEnd(): void {\n if (this._logOpen) {\n const shaderLayoutTable = getDebugTableForShaderLayout(this.pipeline.shaderLayout);\n\n // log.table(logLevel, attributeTable)();\n // log.table(logLevel, uniformTable)();\n log.table(LOG_DRAW_PRIORITY, shaderLayoutTable)();\n\n const uniformTable = this.shaderInputs.getDebugTable();\n // Add any global uniforms\n for (const [name, value] of Object.entries(this.uniforms)) {\n uniformTable[name] = {value};\n }\n log.table(LOG_DRAW_PRIORITY, uniformTable)();\n\n log.groupEnd(LOG_DRAW_PRIORITY)();\n this._logOpen = false;\n }\n }\n}\n\n// HELPERS\n\n/** TODO - move to core, document add tests */\nfunction mergeBufferLayouts(layouts1: BufferLayout[], layouts2: BufferLayout[]): BufferLayout[] {\n const layouts = [...layouts1];\n for (const attribute of layouts2) {\n const index = layouts.findIndex(attribute2 => attribute2.name === attribute.name);\n if (index < 0) {\n layouts.push(attribute);\n } else {\n layouts[index] = attribute;\n }\n }\n return layouts;\n}\n\n/** Create a shadertools platform info from the Device */\nexport function getPlatformInfo(device: Device): PlatformInfo {\n return {\n type: device.info.type,\n shaderLanguage: device.info.shadingLanguage,\n shaderLanguageVersion: device.info.shadingLanguageVersion as 100 | 300,\n gpu: device.info.gpu,\n features: device.features\n 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@@ -58,5 +58,6 @@ export declare class ShaderInputs<ShaderPropsT extends Partial<Record<string, Re
58
58
  getUniformValues(): Record<keyof ShaderPropsT, Record<string, UniformValue>>;
59
59
  /** Merges all bindings for the shader (from the various modules) */
60
60
  getBindings(): Record<string, Texture | Sampler>;
61
+ getDebugTable(): Record<string, Record<string, unknown>>;
61
62
  }
62
63
  //# sourceMappingURL=shader-inputs.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader-inputs.d.ts","sourceRoot":"","sources":["../src/shader-inputs.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AAGlE,OAAO,EAAkB,oBAAoB,EAAC,MAAM,sBAAsB,CAAA;AAG1E,iEAAiE;AACjE,MAAM,MAAM,kBAAkB,CAC5B,MAAM,SAAS,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,EAChE,SAAS,SAAS,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,EAC7E,SAAS,SAAS,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,IACrF;IACF,eAAe,CAAC,EAAE,SAAS,CAAC;IAC5B,WAAW,CAAC,EAAE,CAAC,QAAQ,EAAE,OAAO,CAAC,MAAM,CAAC,EAAE,YAAY,CAAC,EAAE,SAAS,KAAK,SAAS,CAAC;IAEjF,0CAA0C;IAC1C,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,QAAQ,CAAC,EAAE,MAAM,CACf,MAAM,SAAS,EACf;QACE,QAAQ,EAAE,MAAM,CAAC;QACjB,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,UAAU,CAAC;KAC1C,CACF,CAAC;IAEF,YAAY,CAAC,EAAE,GAAG,CAAC;CACpB,CAAC;AAEF;;;;;;GAMG;AACH,qBAAa,YAAY,CACvB,YAAY,SAAS,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAC7E,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CACxC;IAED;;;OAGG;IACH,OAAO,EAAE,QAAQ,CAAC;SAAE,CAAC,IAAI,MAAM,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC,CAAC,CAAC;IAEpF,gDAAgD;IAChD,cAAc,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC;IACzE,mDAAmD;IACnD,cAAc,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;IAC9E,sCAAsC;IACtC,qBAAqB,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,KAAK,GAAG,MAAM,CAAC,CAAC;IAElE;;;OAGG;gBACS,OAAO,EAAE;SAAE,CAAC,IAAI,MAAM,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC;IAoBrF,cAAc;IACd,OAAO,IAAI,IAAI;IAEf;;OAEG;IACH,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;SAAE,CAAC,IAAI,MAAM,YAAY,CAAC,CAAC,EAAE,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC,CAAC,GAAG,IAAI;IAoBtF,oEAAoE;IAKpE;;;OAGG;IACH,UAAU,IAAI,oBAAoB,EAAE;IAIpC,6CAA6C;IAC7C,gBAAgB,IAAI,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IAI5E,oEAAoE;IACpE,WAAW,IAAI,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC;CAOjD"}
1
+ {"version":3,"file":"shader-inputs.d.ts","sourceRoot":"","sources":["../src/shader-inputs.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,YAAY,EAAE,OAAO,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AAGlE,OAAO,EAAkB,oBAAoB,EAAC,MAAM,sBAAsB,CAAA;AAG1E,iEAAiE;AACjE,MAAM,MAAM,kBAAkB,CAC5B,MAAM,SAAS,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,EAChE,SAAS,SAAS,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,EAC7E,SAAS,SAAS,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,IACrF;IACF,eAAe,CAAC,EAAE,SAAS,CAAC;IAC5B,WAAW,CAAC,EAAE,CAAC,QAAQ,EAAE,OAAO,CAAC,MAAM,CAAC,EAAE,YAAY,CAAC,EAAE,SAAS,KAAK,SAAS,CAAC;IAEjF,0CAA0C;IAC1C,KAAK,CAAC,EAAE,MAAM,CAAC;IAEf,QAAQ,CAAC,EAAE,MAAM,CACf,MAAM,SAAS,EACf;QACE,QAAQ,EAAE,MAAM,CAAC;QACjB,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,UAAU,CAAC;KAC1C,CACF,CAAC;IAEF,YAAY,CAAC,EAAE,GAAG,CAAC;CACpB,CAAC;AAEF;;;;;;GAMG;AACH,qBAAa,YAAY,CACvB,YAAY,SAAS,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAC7E,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CACxC;IAED;;;OAGG;IACH,OAAO,EAAE,QAAQ,CAAC;SAAE,CAAC,IAAI,MAAM,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC,CAAC,CAAC;IAEpF,gDAAgD;IAChD,cAAc,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC;IACzE,mDAAmD;IACnD,cAAc,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC,CAAC,CAAC;IAC9E,sCAAsC;IACtC,qBAAqB,EAAE,MAAM,CAAC,MAAM,YAAY,EAAE,KAAK,GAAG,MAAM,CAAC,CAAC;IAElE;;;OAGG;gBACS,OAAO,EAAE;SAAE,CAAC,IAAI,MAAM,YAAY,GAAG,kBAAkB,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC;IAoBrF,cAAc;IACd,OAAO,IAAI,IAAI;IAEf;;OAEG;IACH,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;SAAE,CAAC,IAAI,MAAM,YAAY,CAAC,CAAC,EAAE,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;KAAC,CAAC,GAAG,IAAI;IAyBtF,oEAAoE;IAKpE;;;OAGG;IACH,UAAU,IAAI,oBAAoB,EAAE;IAIpC,6CAA6C;IAC7C,gBAAgB,IAAI,MAAM,CAAC,MAAM,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAC;IAI5E,oEAAoE;IACpE,WAAW,IAAI,MAAM,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,CAAC;IAQhD,aAAa,IAAI,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;CAYzD"}
@@ -24,6 +24,10 @@ export class ShaderInputs {
24
24
  const moduleName = name;
25
25
  const moduleProps = props[moduleName];
26
26
  const module = this.modules[moduleName];
27
+ if (!module) {
28
+ log.warn(`Module ${name} not found`)();
29
+ continue;
30
+ }
27
31
  const oldUniforms = this.moduleUniforms[moduleName];
28
32
  const uniforms = ((_module$getUniforms = module.getUniforms) === null || _module$getUniforms === void 0 ? void 0 : _module$getUniforms.call(module, moduleProps, this.moduleUniforms[moduleName])) || moduleProps;
29
33
  this.moduleUniforms[moduleName] = {
@@ -45,5 +49,18 @@ export class ShaderInputs {
45
49
  }
46
50
  return bindings;
47
51
  }
52
+ getDebugTable() {
53
+ const table = {};
54
+ for (const [moduleName, module] of Object.entries(this.moduleUniforms)) {
55
+ for (const [key, value] of Object.entries(module)) {
56
+ var _this$modules$moduleN;
57
+ table[`${moduleName}.${key}`] = {
58
+ type: (_this$modules$moduleN = this.modules[moduleName].uniformTypes) === null || _this$modules$moduleN === void 0 ? void 0 : _this$modules$moduleN[key],
59
+ value: String(value)
60
+ };
61
+ }
62
+ }
63
+ return table;
64
+ }
48
65
  }
49
66
  //# sourceMappingURL=shader-inputs.js.map
@@ -1 +1 @@
1
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Used to access props type */\n props?: PropsT;\n\n bindings?: Record<\n keyof BindingsT,\n {\n location: number;\n type: 'texture' | 'sampler' | 'uniforms';\n }\n >;\n\n uniformTypes?: any;\n};\n\n/**\n * ShaderInputs holds uniform and binding values for one or more shader modules,\n * - It can generate binary data for any uniform buffer\n * - It can manage a uniform buffer for each block\n * - It can update managed uniform buffers with a single call\n * - It performs some book keeping on what has changed to minimize unnecessary writes to uniform buffers.\n */\nexport class ShaderInputs<\n ShaderPropsT extends Partial<Record<string, Record<string, unknown>>> = Partial<\n Record<string, Record<string, unknown>>\n >\n> {\n /** \n * The map of modules \n * @todo should should this include the resolved dependencies?\n */\n modules: Readonly<{[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}>;\n\n /** Stores the uniform values for each module */\n moduleUniforms: Record<keyof ShaderPropsT, Record<string, UniformValue>>;\n /** Stores the uniform bindings for each module */\n moduleBindings: Record<keyof ShaderPropsT, Record<string, Texture | Sampler>>;\n /** Tracks if uniforms have changed */\n moduleUniformsChanged: Record<keyof ShaderPropsT, false | string>;\n\n /**\n * Create a new UniformStore instance\n * @param modules\n */\n constructor(modules: {[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}) {\n // TODO - get all dependencies from modules\n const allModules =_resolveModules(Object.values(modules));\n log.log(1, 'Creating ShaderInputs with modules', allModules.map(m => m.name))();\n\n // Store the module definitions and create storage for uniform values and binding values, per module\n this.modules = modules;\n this.moduleUniforms = {} as Record<keyof ShaderPropsT, Record<string, UniformValue>>;\n this.moduleBindings = {} as Record<keyof ShaderPropsT, Record<string, Texture | Sampler>>;\n\n // Initialize the modules\n for (const [name, module] of Object.entries(modules)) {\n const moduleName = name as keyof ShaderPropsT;\n\n // Get default uniforms from module\n this.moduleUniforms[moduleName] = module.defaultUniforms || {};\n this.moduleBindings[moduleName] = {};\n }\n }\n\n /** Destroy */\n destroy(): void {}\n\n /**\n * Set module props\n */\n setProps(props: Partial<{[P in keyof ShaderPropsT]?: Partial<ShaderPropsT[P]>}>): void {\n for (const name of Object.keys(props)) {\n const moduleName = name as keyof ShaderPropsT;\n const moduleProps = props[moduleName];\n const module = this.modules[moduleName];\n\n const oldUniforms = this.moduleUniforms[moduleName]; \n const uniforms = module.getUniforms?.(moduleProps, this.moduleUniforms[moduleName]) || moduleProps as any;\n // console.error(uniforms)\n this.moduleUniforms[moduleName] = {...oldUniforms, ...uniforms};\n // this.moduleUniformsChanged ||= moduleName;\n\n // console.log(`setProps(${String(moduleName)}`, moduleName, this.moduleUniforms[moduleName])\n\n // TODO - Get Module bindings\n // const bindings = module.getBindings?.(moduleProps);\n // this.moduleUniforms[moduleName] = bindings;\n }\n }\n\n /** Merges all bindings for the shader (from the various modules) */\n // getUniformBlocks(): Record<string, Texture | Sampler> {\n // return this.moduleUniforms;\n // }\n\n /** \n * Return the map of modules \n * @todo should should this include the resolved dependencies?\n */\n getModules(): ShaderModuleInstance[] {\n return Object.values(this.modules);\n }\n\n /** Get all uniform values for all modules */\n getUniformValues(): Record<keyof ShaderPropsT, Record<string, UniformValue>> {\n return this.moduleUniforms;\n }\n\n /** Merges all bindings for the shader (from the various modules) */\n getBindings(): Record<string, Texture | Sampler> {\n const bindings = {} as Record<string, Texture | Sampler>;\n for (const moduleBindings of Object.values(this.moduleBindings)) {\n Object.assign(bindings, moduleBindings);\n }\n return bindings;\n }\n}\n"],"mappings":"AAEA,SAAQA,GAAG,QAAO,eAAe;AAEjC,SAAQC,eAAe,QAA6B,sBAAsB;AAiC1E,OAAO,MAAMC,YAAY,CAIvB;EAkBAC,WAAWA,CAACC,OAAyE,EAAE;IAAA,KAbvFA,OAAO;IAAA,KAGPC,cAAc;IAAA,KAEdC,cAAc;IAAA,KAEdC,qBAAqB;IAQnB,MAAMC,UAAU,GAAEP,eAAe,CAACQ,MAAM,CAACC,MAAM,CAACN,OAAO,CAAC,CAAC;IACzDJ,GAAG,CAACA,GAAG,CAAC,CAAC,EAAE,oCAAoC,EAAEQ,UAAU,CAACG,GAAG,CAACC,CAAC,IAAIA,CAAC,CAACC,IAAI,CAAC,CAAC,CAAC,CAAC;IAG/E,IAAI,CAACT,OAAO,GAAGA,OAAO;IACtB,IAAI,CAACC,cAAc,GAAG,CAAC,CAA6D;IACpF,IAAI,CAACC,cAAc,GAAG,CAAC,CAAkE;IAGzF,KAAK,MAAM,CAACO,IAAI,EAAEC,MAAM,CAAC,IAAIL,MAAM,CAACM,OAAO,CAACX,OAAO,CAAC,EAAE;MACpD,MAAMY,UAAU,GAAGH,IAA0B;MAG7C,IAAI,CAACR,cAAc,CAACW,UAAU,CAAC,GAAGF,MAAM,CAACG,eAAe,IAAI,CAAC,CAAC;MAC9D,IAAI,CAACX,cAAc,CAACU,UAAU,CAAC,GAAG,CAAC,CAAC;IACtC;EACF;EAGAE,OAAOA,CAAA,EAAS,CAAC;EAKjBC,QAAQA,CAACC,KAAsE,EAAQ;IACrF,KAAK,MAAMP,IAAI,IAAIJ,MAAM,CAACY,IAAI,CAACD,KAAK,CAAC,EAAE;MAAA,IAAAE,mBAAA;MACrC,MAAMN,UAAU,GAAGH,IAA0B;MAC7C,MAAMU,WAAW,GAAGH,KAAK,CAACJ,UAAU,CAAC;MACrC,MAAMF,MAAM,GAAG,IAAI,CAACV,OAAO,CAACY,UAAU,CAAC;MAEvC,MAAMQ,WAAW,GAAG,IAAI,CAACnB,cAAc,CAACW,UAAU,CAAC;MACnD,MAAMS,QAAQ,GAAG,EAAAH,mBAAA,GAAAR,MAAM,CAACY,WAAW,cAAAJ,mBAAA,uBAAlBA,mBAAA,CAAAK,IAAA,CAAAb,MAAM,EAAeS,WAAW,EAAE,IAAI,CAAClB,cAAc,CAACW,UAAU,CAAC,CAAC,KAAIO,WAAkB;MAEzG,IAAI,CAAClB,cAAc,CAACW,UAAU,CAAC,GAAG;QAAC,GAAGQ,WAAW;QAAE,GAAGC;MAAQ,CAAC;IAQjE;EACF;EAWAG,UAAUA,CAAA,EAA2B;IACnC,OAAOnB,MAAM,CAACC,MAAM,CAAC,IAAI,CAACN,OAAO,CAAC;EACpC;EAGAyB,gBAAgBA,CAAA,EAA6D;IAC3E,OAAO,IAAI,CAACxB,cAAc;EAC5B;EAGAyB,WAAWA,CAAA,EAAsC;IAC/C,MAAMC,QAAQ,GAAG,CAAC,CAAsC;IACxD,KAAK,MAAMzB,cAAc,IAAIG,MAAM,CAACC,MAAM,CAAC,IAAI,CAACJ,cAAc,CAAC,EAAE;MAC/DG,MAAM,CAACuB,MAAM,CAACD,QAAQ,EAAEzB,cAAc,CAAC;IACzC;IACA,OAAOyB,QAAQ;EACjB;AACF"}
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Used to access props type */\n props?: PropsT;\n\n bindings?: Record<\n keyof BindingsT,\n {\n location: number;\n type: 'texture' | 'sampler' | 'uniforms';\n }\n >;\n\n uniformTypes?: any;\n};\n\n/**\n * ShaderInputs holds uniform and binding values for one or more shader modules,\n * - It can generate binary data for any uniform buffer\n * - It can manage a uniform buffer for each block\n * - It can update managed uniform buffers with a single call\n * - It performs some book keeping on what has changed to minimize unnecessary writes to uniform buffers.\n */\nexport class ShaderInputs<\n ShaderPropsT extends Partial<Record<string, Record<string, unknown>>> = Partial<\n Record<string, Record<string, unknown>>\n >\n> {\n /** \n * The map of modules \n * @todo should should this include the resolved dependencies?\n */\n modules: Readonly<{[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}>;\n\n /** Stores the uniform values for each module */\n moduleUniforms: Record<keyof ShaderPropsT, Record<string, UniformValue>>;\n /** Stores the uniform bindings for each module */\n moduleBindings: Record<keyof ShaderPropsT, Record<string, Texture | Sampler>>;\n /** Tracks if uniforms have changed */\n moduleUniformsChanged: Record<keyof ShaderPropsT, false | string>;\n\n /**\n * Create a new UniformStore instance\n * @param modules\n */\n constructor(modules: {[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}) {\n // TODO - get all dependencies from modules\n const allModules =_resolveModules(Object.values(modules));\n log.log(1, 'Creating ShaderInputs with modules', allModules.map(m => m.name))();\n\n // Store the module definitions and create storage for uniform values and binding values, per module\n this.modules = modules;\n this.moduleUniforms = {} as Record<keyof ShaderPropsT, Record<string, UniformValue>>;\n this.moduleBindings = {} as Record<keyof ShaderPropsT, Record<string, Texture | Sampler>>;\n\n // Initialize the modules\n for (const [name, module] of Object.entries(modules)) {\n const moduleName = name as keyof ShaderPropsT;\n\n // Get default uniforms from module\n this.moduleUniforms[moduleName] = module.defaultUniforms || {};\n this.moduleBindings[moduleName] = {};\n }\n }\n\n /** Destroy */\n destroy(): void {}\n\n /**\n * Set module props\n */\n setProps(props: Partial<{[P in keyof ShaderPropsT]?: Partial<ShaderPropsT[P]>}>): void {\n for (const name of Object.keys(props)) {\n const moduleName = name as keyof ShaderPropsT;\n const moduleProps = props[moduleName];\n const module = this.modules[moduleName];\n if (!module) {\n // Ignore props for unregistered modules\n log.warn(`Module ${name} not found`)();\n continue; // eslint-disable-line no-continue\n }\n\n const oldUniforms = this.moduleUniforms[moduleName]; \n const uniforms = module.getUniforms?.(moduleProps, this.moduleUniforms[moduleName]) || moduleProps as any;\n // console.error(uniforms)\n this.moduleUniforms[moduleName] = {...oldUniforms, ...uniforms};\n // this.moduleUniformsChanged ||= moduleName;\n\n // console.log(`setProps(${String(moduleName)}`, moduleName, this.moduleUniforms[moduleName])\n\n // TODO - Get Module bindings\n // const bindings = module.getBindings?.(moduleProps);\n // this.moduleUniforms[moduleName] = bindings;\n }\n }\n\n /** Merges all bindings for the shader (from the various modules) */\n // getUniformBlocks(): Record<string, Texture | Sampler> {\n // return this.moduleUniforms;\n // }\n\n /** \n * Return the map of modules \n * @todo should should this include the resolved dependencies?\n */\n getModules(): ShaderModuleInstance[] {\n return Object.values(this.modules);\n }\n\n /** Get all uniform values for all modules */\n getUniformValues(): Record<keyof ShaderPropsT, Record<string, UniformValue>> {\n return this.moduleUniforms;\n }\n\n /** Merges all bindings for the shader (from the various modules) */\n getBindings(): Record<string, Texture | Sampler> {\n const bindings = {} as Record<string, Texture | Sampler>;\n for (const moduleBindings of Object.values(this.moduleBindings)) {\n Object.assign(bindings, moduleBindings);\n }\n return bindings;\n }\n\n getDebugTable(): Record<string, Record<string, unknown>> {\n const table: Record<string,Record<string, unknown>> = {};\n for (const [moduleName, module] of Object.entries(this.moduleUniforms)) {\n for (const [key, value] of Object.entries(module)) {\n table[`${moduleName}.${key}`] = {\n type: this.modules[moduleName].uniformTypes?.[key],\n value: String(value)\n };\n }\n }\n return table;\n }\n}\n"],"mappings":"AAEA,SAAQA,GAAG,QAAO,eAAe;AAEjC,SAAQC,eAAe,QAA6B,sBAAsB;AAiC1E,OAAO,MAAMC,YAAY,CAIvB;EAkBAC,WAAWA,CAACC,OAAyE,EAAE;IAAA,KAbvFA,OAAO;IAAA,KAGPC,cAAc;IAAA,KAEdC,cAAc;IAAA,KAEdC,qBAAqB;IAQnB,MAAMC,UAAU,GAAEP,eAAe,CAACQ,MAAM,CAACC,MAAM,CAACN,OAAO,CAAC,CAAC;IACzDJ,GAAG,CAACA,GAAG,CAAC,CAAC,EAAE,oCAAoC,EAAEQ,UAAU,CAACG,GAAG,CAACC,CAAC,IAAIA,CAAC,CAACC,IAAI,CAAC,CAAC,CAAC,CAAC;IAG/E,IAAI,CAACT,OAAO,GAAGA,OAAO;IACtB,IAAI,CAACC,cAAc,GAAG,CAAC,CAA6D;IACpF,IAAI,CAACC,cAAc,GAAG,CAAC,CAAkE;IAGzF,KAAK,MAAM,CAACO,IAAI,EAAEC,MAAM,CAAC,IAAIL,MAAM,CAACM,OAAO,CAACX,OAAO,CAAC,EAAE;MACpD,MAAMY,UAAU,GAAGH,IAA0B;MAG7C,IAAI,CAACR,cAAc,CAACW,UAAU,CAAC,GAAGF,MAAM,CAACG,eAAe,IAAI,CAAC,CAAC;MAC9D,IAAI,CAACX,cAAc,CAACU,UAAU,CAAC,GAAG,CAAC,CAAC;IACtC;EACF;EAGAE,OAAOA,CAAA,EAAS,CAAC;EAKjBC,QAAQA,CAACC,KAAsE,EAAQ;IACrF,KAAK,MAAMP,IAAI,IAAIJ,MAAM,CAACY,IAAI,CAACD,KAAK,CAAC,EAAE;MAAA,IAAAE,mBAAA;MACrC,MAAMN,UAAU,GAAGH,IAA0B;MAC7C,MAAMU,WAAW,GAAGH,KAAK,CAACJ,UAAU,CAAC;MACrC,MAAMF,MAAM,GAAG,IAAI,CAACV,OAAO,CAACY,UAAU,CAAC;MACvC,IAAI,CAACF,MAAM,EAAE;QAEXd,GAAG,CAACwB,IAAI,CAAE,UAASX,IAAK,YAAW,CAAC,CAAC,CAAC;QACtC;MACF;MAEA,MAAMY,WAAW,GAAG,IAAI,CAACpB,cAAc,CAACW,UAAU,CAAC;MACnD,MAAMU,QAAQ,GAAG,EAAAJ,mBAAA,GAAAR,MAAM,CAACa,WAAW,cAAAL,mBAAA,uBAAlBA,mBAAA,CAAAM,IAAA,CAAAd,MAAM,EAAeS,WAAW,EAAE,IAAI,CAAClB,cAAc,CAACW,UAAU,CAAC,CAAC,KAAIO,WAAkB;MAEzG,IAAI,CAAClB,cAAc,CAACW,UAAU,CAAC,GAAG;QAAC,GAAGS,WAAW;QAAE,GAAGC;MAAQ,CAAC;IAQjE;EACF;EAWAG,UAAUA,CAAA,EAA2B;IACnC,OAAOpB,MAAM,CAACC,MAAM,CAAC,IAAI,CAACN,OAAO,CAAC;EACpC;EAGA0B,gBAAgBA,CAAA,EAA6D;IAC3E,OAAO,IAAI,CAACzB,cAAc;EAC5B;EAGA0B,WAAWA,CAAA,EAAsC;IAC/C,MAAMC,QAAQ,GAAG,CAAC,CAAsC;IACxD,KAAK,MAAM1B,cAAc,IAAIG,MAAM,CAACC,MAAM,CAAC,IAAI,CAACJ,cAAc,CAAC,EAAE;MAC/DG,MAAM,CAACwB,MAAM,CAACD,QAAQ,EAAE1B,cAAc,CAAC;IACzC;IACA,OAAO0B,QAAQ;EACjB;EAEAE,aAAaA,CAAA,EAA4C;IACvD,MAAMC,KAA6C,GAAG,CAAC,CAAC;IACxD,KAAK,MAAM,CAACnB,UAAU,EAAEF,MAAM,CAAC,IAAIL,MAAM,CAACM,OAAO,CAAC,IAAI,CAACV,cAAc,CAAC,EAAE;MACtE,KAAK,MAAM,CAAC+B,GAAG,EAAEC,KAAK,CAAC,IAAI5B,MAAM,CAACM,OAAO,CAACD,MAAM,CAAC,EAAE;QAAA,IAAAwB,qBAAA;QACjDH,KAAK,CAAE,GAAEnB,UAAW,IAAGoB,GAAI,EAAC,CAAC,GAAG;UAC9BG,IAAI,GAAAD,qBAAA,GAAE,IAAI,CAAClC,OAAO,CAACY,UAAU,CAAC,CAACwB,YAAY,cAAAF,qBAAA,uBAArCA,qBAAA,CAAwCF,GAAG,CAAC;UAClDC,KAAK,EAAEI,MAAM,CAACJ,KAAK;QACrB,CAAC;MACH;IACF;IACA,OAAOF,KAAK;EACd;AACF"}