@luma.gl/engine 9.0.0-alpha.53 → 9.0.0-alpha.54
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/dist/dist.dev.js +72 -8
- package/dist/index.cjs +47 -9
- package/dist/model/model.d.ts +2 -0
- package/dist/model/model.d.ts.map +1 -1
- package/dist/model/model.js +37 -4
- package/dist/model/model.js.map +1 -1
- package/dist.min.js +66 -66
- package/package.json +5 -5
- package/src/model/model.ts +73 -14
package/dist/dist.dev.js
CHANGED
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@@ -1133,14 +1133,20 @@ var __exports__ = (() => {
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this.usage = props.usage || 0;
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this.indexType = deducedProps.indexType;
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}
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-
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+
readSyncWebGL2(byteOffset, byteLength) {
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throw new Error("not implemented");
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}
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-
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-
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-
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-
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-
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debugData = new ArrayBuffer(0);
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_setDebugData(data, byteOffset, byteLength) {
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const buffer = ArrayBuffer.isView(data) ? data.buffer : data;
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const debugDataLength = Math.min(data ? data.byteLength : byteLength, _Buffer.DEBUG_DATA_MAX_LENGTH);
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if (data === null) {
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this.debugData = new ArrayBuffer(debugDataLength);
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} else if (byteOffset === 0 && byteLength === data.byteLength) {
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this.debugData = buffer.slice(0, debugDataLength);
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} else {
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this.debugData = buffer.slice(byteOffset, byteOffset + debugDataLength);
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}
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}
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};
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var Buffer2 = _Buffer;
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@@ -1163,6 +1169,7 @@ var __exports__ = (() => {
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__publicField(Buffer2, "STORAGE", 128);
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__publicField(Buffer2, "INDIRECT", 256);
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__publicField(Buffer2, "QUERY_RESOLVE", 512);
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__publicField(Buffer2, "DEBUG_DATA_MAX_LENGTH", 32);
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// ../core/src/adapter/device.ts
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var _Device = class {
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@@ -1930,6 +1937,30 @@ var __exports__ = (() => {
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throw new Error(type.constructor.name);
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}
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}
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function getTypedArrayFromDataType(dataType) {
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switch (dataType) {
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case "float32":
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return Float32Array;
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case "uint32":
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return Uint32Array;
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case "sint32":
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return Int32Array;
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case "uint16":
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case "unorm16":
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return Uint16Array;
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case "sint16":
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case "snorm16":
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return Int16Array;
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case "uint8":
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case "unorm8":
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return Uint8Array;
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case "sint8":
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case "snorm8":
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return Int8Array;
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default:
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throw new Error(dataType);
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}
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}
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function getVertexFormatFromAttribute(typedArray, size, normalized) {
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if (!size || size > 4) {
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throw new Error(`size ${size}`);
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@@ -5817,12 +5848,12 @@ void main() {
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log.warn(`Model:${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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-
const bufferLayout = this.bufferLayout.find((layout) => layout.
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+
const bufferLayout = this.bufferLayout.find((layout) => getAttributeNames(layout).includes(bufferName));
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if (!bufferLayout) {
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log.warn(`Model(${this.id}): Missing layout for buffer "${bufferName}".`)();
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continue;
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}
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-
const attributeNames = bufferLayout
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+
const attributeNames = getAttributeNames(bufferLayout);
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let set = false;
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for (const attributeName of attributeNames) {
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const attributeInfo = this._attributeInfos[attributeName];
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@@ -5899,10 +5930,40 @@ void main() {
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};
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}
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log.table(LOG_DRAW_PRIORITY, uniformTable)();
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const attributeTable = this._getAttributeDebugTable();
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log.table(LOG_DRAW_PRIORITY, this._attributeInfos)();
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log.table(LOG_DRAW_PRIORITY, attributeTable)();
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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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+
_getAttributeDebugTable() {
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const table = {};
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for (const [name2, attributeInfo] of Object.entries(this._attributeInfos)) {
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table[attributeInfo.location] = {
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name: name2,
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type: attributeInfo.shaderType,
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values: this._getBufferOrConstantValues(this.vertexArray.attributes[attributeInfo.location], attributeInfo.bufferDataType)
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};
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}
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if (this.vertexArray.indexBuffer) {
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const {
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indexBuffer
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} = this.vertexArray;
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const values = indexBuffer.indexType === "uint32" ? new Uint32Array(indexBuffer.debugData) : new Uint16Array(indexBuffer.debugData);
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table.indices = {
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name: "indices",
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type: indexBuffer.indexType,
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+
values: values.toString()
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};
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}
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return table;
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}
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_getBufferOrConstantValues(attribute, dataType) {
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const TypedArrayConstructor = getTypedArrayFromDataType(dataType);
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const typedArray = attribute instanceof Buffer2 ? new TypedArrayConstructor(attribute.debugData) : attribute;
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return typedArray.toString();
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}
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};
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var Model = _Model;
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__publicField(Model, "defaultProps", {
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@@ -5946,6 +6007,9 @@ void main() {
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features: device.features
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};
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}
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+
function getAttributeNames(bufferLayout) {
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return bufferLayout.attributes ? bufferLayout.attributes?.map((layout) => layout.attribute) : [bufferLayout.name];
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}
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// src/transform/buffer-transform.ts
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var BufferTransform = class {
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package/dist/index.cjs
CHANGED
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@@ -959,11 +959,17 @@ var _Model = class {
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this.id = props.id || (0, import_core8.uid)("model");
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this.device = device;
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Object.assign(this.userData, props.userData);
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-
const moduleMap = Object.fromEntries(
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const moduleMap = Object.fromEntries(
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((_a = this.props.modules) == null ? void 0 : _a.map((module2) => [module2.name, module2])) || []
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);
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this.setShaderInputs(props.shaderInputs || new ShaderInputs(moduleMap));
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const platformInfo = getPlatformInfo(device);
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const modules = (((_b = this.props.modules) == null ? void 0 : _b.length) > 0 ? this.props.modules : (_c = this.shaderInputs) == null ? void 0 : _c.getModules()) || [];
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-
const { vs, fs, getUniforms } = this.props.shaderAssembler.assembleShaders({
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const { vs, fs, getUniforms } = this.props.shaderAssembler.assembleShaders({
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platformInfo,
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970
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+
...this.props,
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+
modules
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});
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this.vs = vs;
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this.fs = fs;
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this._getModuleUniforms = getUniforms;
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@@ -1122,10 +1128,7 @@ var _Model = class {
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this.shaderInputs = shaderInputs;
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this._uniformStore = new import_core7.UniformStore(this.shaderInputs.modules);
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for (const moduleName of Object.keys(this.shaderInputs.modules)) {
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-
const uniformBuffer = this._uniformStore.getManagedUniformBuffer(
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-
this.device,
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-
moduleName
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1128
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-
);
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+
const uniformBuffer = this._uniformStore.getManagedUniformBuffer(this.device, moduleName);
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this.bindings[`${moduleName}Uniforms`] = uniformBuffer;
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}
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}
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@@ -1175,19 +1178,18 @@ var _Model = class {
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* @note Overrides any attributes previously set with the same name
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|
*/
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1177
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|
setAttributes(buffers, _option) {
|
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1178
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-
var _a;
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1179
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if (buffers.indices) {
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import_core8.log.warn(
|
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1181
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|
`Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`
|
|
1182
1184
|
)();
|
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1183
1185
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}
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for (const [bufferName, buffer] of Object.entries(buffers)) {
|
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1185
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-
const bufferLayout = this.bufferLayout.find((layout) => layout.
|
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+
const bufferLayout = this.bufferLayout.find((layout) => getAttributeNames(layout).includes(bufferName));
|
|
1186
1188
|
if (!bufferLayout) {
|
|
1187
1189
|
import_core8.log.warn(`Model(${this.id}): Missing layout for buffer "${bufferName}".`)();
|
|
1188
1190
|
continue;
|
|
1189
1191
|
}
|
|
1190
|
-
const attributeNames =
|
|
1192
|
+
const attributeNames = getAttributeNames(bufferLayout);
|
|
1191
1193
|
let set = false;
|
|
1192
1194
|
for (const attributeName of attributeNames) {
|
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1193
1195
|
const attributeInfo = this._attributeInfos[attributeName];
|
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@@ -1275,10 +1277,42 @@ var _Model = class {
|
|
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1275
1277
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uniformTable[name] = { value };
|
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1276
1278
|
}
|
|
1277
1279
|
import_core8.log.table(LOG_DRAW_PRIORITY, uniformTable)();
|
|
1280
|
+
const attributeTable = this._getAttributeDebugTable();
|
|
1281
|
+
import_core8.log.table(LOG_DRAW_PRIORITY, this._attributeInfos)();
|
|
1282
|
+
import_core8.log.table(LOG_DRAW_PRIORITY, attributeTable)();
|
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1278
1283
|
import_core8.log.groupEnd(LOG_DRAW_PRIORITY)();
|
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1279
1284
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this._logOpen = false;
|
|
1280
1285
|
}
|
|
1281
1286
|
}
|
|
1287
|
+
_getAttributeDebugTable() {
|
|
1288
|
+
const table = {};
|
|
1289
|
+
for (const [name, attributeInfo] of Object.entries(this._attributeInfos)) {
|
|
1290
|
+
table[attributeInfo.location] = {
|
|
1291
|
+
name,
|
|
1292
|
+
type: attributeInfo.shaderType,
|
|
1293
|
+
values: this._getBufferOrConstantValues(
|
|
1294
|
+
this.vertexArray.attributes[attributeInfo.location],
|
|
1295
|
+
attributeInfo.bufferDataType
|
|
1296
|
+
)
|
|
1297
|
+
};
|
|
1298
|
+
}
|
|
1299
|
+
if (this.vertexArray.indexBuffer) {
|
|
1300
|
+
const { indexBuffer } = this.vertexArray;
|
|
1301
|
+
const values = indexBuffer.indexType === "uint32" ? new Uint32Array(indexBuffer.debugData) : new Uint16Array(indexBuffer.debugData);
|
|
1302
|
+
table.indices = {
|
|
1303
|
+
name: "indices",
|
|
1304
|
+
type: indexBuffer.indexType,
|
|
1305
|
+
values: values.toString()
|
|
1306
|
+
};
|
|
1307
|
+
}
|
|
1308
|
+
return table;
|
|
1309
|
+
}
|
|
1310
|
+
// TODO - fix typing of luma data types
|
|
1311
|
+
_getBufferOrConstantValues(attribute, dataType) {
|
|
1312
|
+
const TypedArrayConstructor = (0, import_core7.getTypedArrayFromDataType)(dataType);
|
|
1313
|
+
const typedArray = attribute instanceof import_core7.Buffer ? new TypedArrayConstructor(attribute.debugData) : attribute;
|
|
1314
|
+
return typedArray.toString();
|
|
1315
|
+
}
|
|
1282
1316
|
};
|
|
1283
1317
|
var Model = _Model;
|
|
1284
1318
|
__publicField(Model, "defaultProps", {
|
|
@@ -1322,6 +1356,10 @@ function getPlatformInfo(device) {
|
|
|
1322
1356
|
features: device.features
|
|
1323
1357
|
};
|
|
1324
1358
|
}
|
|
1359
|
+
function getAttributeNames(bufferLayout) {
|
|
1360
|
+
var _a;
|
|
1361
|
+
return bufferLayout.attributes ? (_a = bufferLayout.attributes) == null ? void 0 : _a.map((layout) => layout.attribute) : [bufferLayout.name];
|
|
1362
|
+
}
|
|
1325
1363
|
|
|
1326
1364
|
// src/transform/buffer-transform.ts
|
|
1327
1365
|
var import_core10 = require("@luma.gl/core");
|
package/dist/model/model.d.ts
CHANGED
|
@@ -191,6 +191,8 @@ export declare class Model {
|
|
|
191
191
|
_logOpen: boolean;
|
|
192
192
|
_logDrawCallStart(): void;
|
|
193
193
|
_logDrawCallEnd(): void;
|
|
194
|
+
_getAttributeDebugTable(): Record<string, Record<string, unknown>>;
|
|
195
|
+
_getBufferOrConstantValues(attribute: Buffer | TypedArray, dataType: any): string;
|
|
194
196
|
}
|
|
195
197
|
/** Create a shadertools platform info from the Device */
|
|
196
198
|
export declare function getPlatformInfo(device: Device): PlatformInfo;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"model.d.ts","sourceRoot":"","sources":["../../src/model/model.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,
|
|
1
|
+
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|
package/dist/model/model.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { RenderPipeline, UniformStore } from '@luma.gl/core';
|
|
1
|
+
import { Buffer, RenderPipeline, UniformStore, getTypedArrayFromDataType } from '@luma.gl/core';
|
|
2
2
|
import { log, uid, deepEqual, splitUniformsAndBindings } from '@luma.gl/core';
|
|
3
3
|
import { getAttributeInfosFromLayouts } from '@luma.gl/core';
|
|
4
4
|
import { ShaderAssembler } from '@luma.gl/shadertools';
|
|
@@ -218,13 +218,12 @@ export class Model {
|
|
|
218
218
|
log.warn(`Model:${this.id} setAttributes() - indexBuffer should be set using setIndexBuffer()`)();
|
|
219
219
|
}
|
|
220
220
|
for (const [bufferName, buffer] of Object.entries(buffers)) {
|
|
221
|
-
|
|
222
|
-
const bufferLayout = this.bufferLayout.find(layout => layout.name === bufferName);
|
|
221
|
+
const bufferLayout = this.bufferLayout.find(layout => getAttributeNames(layout).includes(bufferName));
|
|
223
222
|
if (!bufferLayout) {
|
|
224
223
|
log.warn(`Model(${this.id}): Missing layout for buffer "${bufferName}".`)();
|
|
225
224
|
continue;
|
|
226
225
|
}
|
|
227
|
-
const attributeNames =
|
|
226
|
+
const attributeNames = getAttributeNames(bufferLayout);
|
|
228
227
|
let set = false;
|
|
229
228
|
for (const attributeName of attributeNames) {
|
|
230
229
|
const attributeInfo = this._attributeInfos[attributeName];
|
|
@@ -299,10 +298,40 @@ export class Model {
|
|
|
299
298
|
};
|
|
300
299
|
}
|
|
301
300
|
log.table(LOG_DRAW_PRIORITY, uniformTable)();
|
|
301
|
+
const attributeTable = this._getAttributeDebugTable();
|
|
302
|
+
log.table(LOG_DRAW_PRIORITY, this._attributeInfos)();
|
|
303
|
+
log.table(LOG_DRAW_PRIORITY, attributeTable)();
|
|
302
304
|
log.groupEnd(LOG_DRAW_PRIORITY)();
|
|
303
305
|
this._logOpen = false;
|
|
304
306
|
}
|
|
305
307
|
}
|
|
308
|
+
_getAttributeDebugTable() {
|
|
309
|
+
const table = {};
|
|
310
|
+
for (const [name, attributeInfo] of Object.entries(this._attributeInfos)) {
|
|
311
|
+
table[attributeInfo.location] = {
|
|
312
|
+
name,
|
|
313
|
+
type: attributeInfo.shaderType,
|
|
314
|
+
values: this._getBufferOrConstantValues(this.vertexArray.attributes[attributeInfo.location], attributeInfo.bufferDataType)
|
|
315
|
+
};
|
|
316
|
+
}
|
|
317
|
+
if (this.vertexArray.indexBuffer) {
|
|
318
|
+
const {
|
|
319
|
+
indexBuffer
|
|
320
|
+
} = this.vertexArray;
|
|
321
|
+
const values = indexBuffer.indexType === 'uint32' ? new Uint32Array(indexBuffer.debugData) : new Uint16Array(indexBuffer.debugData);
|
|
322
|
+
table.indices = {
|
|
323
|
+
name: 'indices',
|
|
324
|
+
type: indexBuffer.indexType,
|
|
325
|
+
values: values.toString()
|
|
326
|
+
};
|
|
327
|
+
}
|
|
328
|
+
return table;
|
|
329
|
+
}
|
|
330
|
+
_getBufferOrConstantValues(attribute, dataType) {
|
|
331
|
+
const TypedArrayConstructor = getTypedArrayFromDataType(dataType);
|
|
332
|
+
const typedArray = attribute instanceof Buffer ? new TypedArrayConstructor(attribute.debugData) : attribute;
|
|
333
|
+
return typedArray.toString();
|
|
334
|
+
}
|
|
306
335
|
}
|
|
307
336
|
Model.defaultProps = {
|
|
308
337
|
...RenderPipeline.defaultProps,
|
|
@@ -345,4 +374,8 @@ export function getPlatformInfo(device) {
|
|
|
345
374
|
features: device.features
|
|
346
375
|
};
|
|
347
376
|
}
|
|
377
|
+
function getAttributeNames(bufferLayout) {
|
|
378
|
+
var _bufferLayout$attribu;
|
|
379
|
+
return bufferLayout.attributes ? (_bufferLayout$attribu = bufferLayout.attributes) === null || _bufferLayout$attribu === void 0 ? void 0 : _bufferLayout$attribu.map(layout => layout.attribute) : [bufferLayout.name];
|
|
380
|
+
}
|
|
348
381
|
//# sourceMappingURL=model.js.map
|
package/dist/model/model.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"model.js","names":["RenderPipeline","UniformStore","log","uid","deepEqual","splitUniformsAndBindings","getAttributeInfosFromLayouts","ShaderAssembler","ShaderInputs","makeGPUGeometry","PipelineFactory","getDebugTableForShaderLayout","LOG_DRAW_PRIORITY","LOG_DRAW_TIMEOUT","Model","constructor","device","props","_this$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","_lastLogTime","_logOpen","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","warn","updateModuleSettings","seal","destroy","release","predraw","updateShaderInputs","draw","renderPass","_logDrawCallStart","_logDrawCallEnd","gpuGeometry","setTopology","mergeBufferLayouts","_setPipelineNeedsUpdate","setBufferLayout","setParameters","moduleName","keys","uniformBuffer","getManagedUniformBuffer","getUniformValues","setTransformFeedback","buffers","_option","bufferName","buffer","entries","_bufferLayout$attribu","find","layout","attributeNames","attribute","set","attributeName","attributeInfo","setBuffer","location","value","setConstant","reason","createRenderPipeline","createShader","stage","source","shaderLayout","logDrawTimeout","level","Date","now","undefined","group","collapsed","shaderLayoutTable","table","uniformTable","getDebugTable","groupEnd","handle","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';\nimport {getDebugTableForShaderLayout} from '../debug/debug-shader-layout';\n\nconst LOG_DRAW_PRIORITY = 2;\nconst LOG_DRAW_TIMEOUT = 10000;\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 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 ${this.id}`, {collapsed: log.level <= 2})();\n }\n\n _logDrawCallEnd(): void {\n if (this._logOpen) {\n const shaderLayoutTable = getDebugTableForShaderLayout(this.pipeline.shaderLayout);\n\n // log.table(logLevel, attributeTable)();\n // log.table(logLevel, uniformTable)();\n log.table(LOG_DRAW_PRIORITY, shaderLayoutTable)();\n\n const uniformTable = this.shaderInputs.getDebugTable();\n // Add any global uniforms\n for (const [name, value] of 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{"version":3,"file":"model.js","names":["Buffer","RenderPipeline","UniformStore","getTypedArrayFromDataType","log","uid","deepEqual","splitUniformsAndBindings","getAttributeInfosFromLayouts","ShaderAssembler","ShaderInputs","makeGPUGeometry","PipelineFactory","getDebugTableForShaderLayout","LOG_DRAW_PRIORITY","LOG_DRAW_TIMEOUT","Model","constructor","device","props","_this$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","_lastLogTime","_logOpen","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","warn","updateModuleSettings","seal","destroy","release","predraw","updateShaderInputs","draw","renderPass","_logDrawCallStart","_logDrawCallEnd","gpuGeometry","setTopology","mergeBufferLayouts","_setPipelineNeedsUpdate","setBufferLayout","setParameters","moduleName","keys","uniformBuffer","getManagedUniformBuffer","getUniformValues","setTransformFeedback","buffers","_option","bufferName","buffer","entries","find","layout","getAttributeNames","includes","attributeNames","set","attributeName","attributeInfo","setBuffer","location","value","setConstant","reason","createRenderPipeline","createShader","stage","source","shaderLayout","logDrawTimeout","level","Date","now","undefined","group","collapsed","shaderLayoutTable","table","uniformTable","getDebugTable","attributeTable","_getAttributeDebugTable","groupEnd","type","shaderType","values","_getBufferOrConstantValues","bufferDataType","indexType","Uint32Array","debugData","Uint16Array","toString","attribute","dataType","TypedArrayConstructor","typedArray","handle","defines","varyings","getDefaultShaderAssembler","layouts1","layouts2","layouts","index","findIndex","attribute2","push","info","shaderLanguage","shadingLanguage","shaderLanguageVersion","shadingLanguageVersion","gpu","features","_bufferLayout$attribu"],"sources":["../../src/model/model.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {\n TypedArray,\n RenderPipelineProps,\n RenderPipelineParameters\n} from '@luma.gl/core';\nimport type {BufferLayout, VertexArray, TransformFeedback} from '@luma.gl/core';\nimport type {AttributeInfo, Binding, UniformValue, PrimitiveTopology} from '@luma.gl/core';\nimport {\n Device,\n Buffer,\n RenderPipeline,\n RenderPass,\n UniformStore,\n getTypedArrayFromDataType\n} 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';\nimport {getDebugTableForShaderLayout} from '../debug/debug-shader-layout';\n\nconst LOG_DRAW_PRIORITY = 2;\nconst LOG_DRAW_TIMEOUT = 10000;\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(\n this.props.modules?.map(module => [module.name, module]) || []\n );\n this.setShaderInputs(props.shaderInputs || new ShaderInputs(moduleMap));\n\n // Setup shader assembler\n const platformInfo = getPlatformInfo(device);\n const modules =\n (this.props.modules?.length > 0 ? this.props.modules : this.shaderInputs?.getModules()) || [];\n const {vs, fs, getUniforms} = this.props.shaderAssembler.assembleShaders({\n platformInfo,\n ...this.props,\n modules\n });\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(this.device, moduleName);\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. 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{\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 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uniformTable)();\n\n const attributeTable = this._getAttributeDebugTable();\n log.table(LOG_DRAW_PRIORITY, this._attributeInfos)();\n log.table(LOG_DRAW_PRIORITY, attributeTable)();\n\n log.groupEnd(LOG_DRAW_PRIORITY)();\n this._logOpen = false;\n }\n }\n\n _getAttributeDebugTable(): Record<string, Record<string, unknown>> {\n const table: Record<string, Record<string, unknown>> = {};\n for (const [name, attributeInfo] of Object.entries(this._attributeInfos)) {\n table[attributeInfo.location] = {\n name,\n type: attributeInfo.shaderType,\n values: this._getBufferOrConstantValues(\n this.vertexArray.attributes[attributeInfo.location],\n attributeInfo.bufferDataType\n )\n };\n }\n if (this.vertexArray.indexBuffer) {\n const {indexBuffer} = this.vertexArray;\n const values =\n indexBuffer.indexType === 'uint32'\n ? new Uint32Array(indexBuffer.debugData)\n : new Uint16Array(indexBuffer.debugData);\n table.indices = {\n name: 'indices',\n type: indexBuffer.indexType,\n values: 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