@luma.gl/engine 9.0.0-beta.1 → 9.0.0-beta.10

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.
Files changed (154) hide show
  1. package/dist/animation/key-frames.js +54 -54
  2. package/dist/animation/timeline.d.ts.map +1 -1
  3. package/dist/animation/timeline.js +95 -100
  4. package/dist/animation-loop/animation-loop-template.d.ts +1 -1
  5. package/dist/animation-loop/animation-loop-template.d.ts.map +1 -1
  6. package/dist/animation-loop/animation-loop-template.js +19 -5
  7. package/dist/animation-loop/animation-loop.d.ts +2 -2
  8. package/dist/animation-loop/animation-loop.d.ts.map +1 -1
  9. package/dist/animation-loop/animation-loop.js +433 -356
  10. package/dist/animation-loop/animation-props.d.ts +2 -2
  11. package/dist/animation-loop/animation-props.d.ts.map +1 -1
  12. package/dist/animation-loop/animation-props.js +0 -1
  13. package/dist/animation-loop/make-animation-loop.d.ts +2 -2
  14. package/dist/animation-loop/make-animation-loop.d.ts.map +1 -1
  15. package/dist/animation-loop/make-animation-loop.js +28 -24
  16. package/dist/computation.d.ts +95 -0
  17. package/dist/computation.d.ts.map +1 -0
  18. package/dist/computation.js +248 -0
  19. package/dist/debug/copy-texture-to-image.d.ts.map +1 -1
  20. package/dist/debug/copy-texture-to-image.js +39 -42
  21. package/dist/debug/debug-framebuffer.d.ts.map +1 -1
  22. package/dist/debug/debug-framebuffer.js +43 -40
  23. package/dist/debug/debug-shader-layout.js +24 -25
  24. package/dist/debug/pixel-data-utils.d.ts.map +1 -1
  25. package/dist/debug/pixel-data-utils.js +34 -36
  26. package/dist/dist.dev.js +2538 -3027
  27. package/dist/dist.min.js +102 -0
  28. package/dist/geometries/cone-geometry.d.ts +1 -1
  29. package/dist/geometries/cone-geometry.d.ts.map +1 -1
  30. package/dist/geometries/cone-geometry.js +11 -17
  31. package/dist/geometries/cube-geometry.d.ts +1 -1
  32. package/dist/geometries/cube-geometry.d.ts.map +1 -1
  33. package/dist/geometries/cube-geometry.js +190 -61
  34. package/dist/geometries/cylinder-geometry.d.ts +1 -1
  35. package/dist/geometries/cylinder-geometry.d.ts.map +1 -1
  36. package/dist/geometries/cylinder-geometry.js +9 -14
  37. package/dist/geometries/ico-sphere-geometry.d.ts +1 -1
  38. package/dist/geometries/ico-sphere-geometry.d.ts.map +1 -1
  39. package/dist/geometries/ico-sphere-geometry.js +141 -160
  40. package/dist/geometries/plane-geometry.d.ts +1 -1
  41. package/dist/geometries/plane-geometry.d.ts.map +1 -1
  42. package/dist/geometries/plane-geometry.js +92 -110
  43. package/dist/geometries/sphere-geometry.d.ts +1 -1
  44. package/dist/geometries/sphere-geometry.d.ts.map +1 -1
  45. package/dist/geometries/sphere-geometry.js +76 -95
  46. package/dist/geometries/truncated-cone-geometry.d.ts +1 -1
  47. package/dist/geometries/truncated-cone-geometry.d.ts.map +1 -1
  48. package/dist/geometries/truncated-cone-geometry.js +99 -117
  49. package/dist/geometry/geometry-table.d.ts.map +1 -1
  50. package/dist/geometry/geometry-table.js +3 -1
  51. package/dist/geometry/geometry-utils.js +35 -32
  52. package/dist/geometry/geometry.d.ts.map +1 -1
  53. package/dist/geometry/geometry.js +80 -71
  54. package/dist/geometry/gpu-geometry.d.ts +1 -1
  55. package/dist/geometry/gpu-geometry.d.ts.map +1 -1
  56. package/dist/geometry/gpu-geometry.js +79 -99
  57. package/dist/geometry/gpu-table.js +41 -1
  58. package/dist/index.cjs +725 -409
  59. package/dist/index.cjs.map +7 -0
  60. package/dist/index.d.ts +43 -40
  61. package/dist/index.d.ts.map +1 -1
  62. package/dist/index.js +6 -1
  63. package/dist/lib/clip-space.d.ts +2 -2
  64. package/dist/lib/clip-space.d.ts.map +1 -1
  65. package/dist/lib/clip-space.js +28 -34
  66. package/dist/lib/pipeline-factory.d.ts +13 -14
  67. package/dist/lib/pipeline-factory.d.ts.map +1 -1
  68. package/dist/lib/pipeline-factory.js +86 -85
  69. package/dist/lib/shader-factory.d.ts +17 -0
  70. package/dist/lib/shader-factory.d.ts.map +1 -0
  71. package/dist/lib/shader-factory.js +46 -0
  72. package/dist/model/model.d.ts +59 -46
  73. package/dist/model/model.d.ts.map +1 -1
  74. package/dist/model/model.js +635 -411
  75. package/dist/scenegraph/group-node.d.ts +1 -1
  76. package/dist/scenegraph/group-node.d.ts.map +1 -1
  77. package/dist/scenegraph/group-node.js +73 -83
  78. package/dist/scenegraph/model-node.d.ts +3 -3
  79. package/dist/scenegraph/model-node.d.ts.map +1 -1
  80. package/dist/scenegraph/model-node.js +31 -24
  81. package/dist/scenegraph/scenegraph-node.d.ts.map +1 -1
  82. package/dist/scenegraph/scenegraph-node.js +136 -124
  83. package/dist/shader-inputs.d.ts.map +1 -1
  84. package/dist/shader-inputs.js +99 -58
  85. package/dist/transform/buffer-transform.d.ts +1 -1
  86. package/dist/transform/buffer-transform.d.ts.map +1 -1
  87. package/dist/transform/buffer-transform.js +65 -57
  88. package/dist/transform/texture-transform.d.ts +1 -1
  89. package/dist/transform/texture-transform.d.ts.map +1 -1
  90. package/dist/transform/texture-transform.js +109 -114
  91. package/dist.min.js +3 -271
  92. package/package.json +10 -9
  93. package/src/animation/timeline.ts +20 -20
  94. package/src/animation-loop/animation-loop-template.ts +10 -8
  95. package/src/animation-loop/animation-loop.ts +20 -10
  96. package/src/animation-loop/animation-props.ts +1 -1
  97. package/src/animation-loop/make-animation-loop.ts +17 -8
  98. package/src/computation.ts +346 -0
  99. package/src/debug/copy-texture-to-image.ts +9 -11
  100. package/src/debug/debug-framebuffer.ts +16 -3
  101. package/src/debug/debug-shader-layout.ts +1 -1
  102. package/src/debug/pixel-data-utils.ts +3 -6
  103. package/src/geometries/cube-geometry.ts +17 -13
  104. package/src/geometries/ico-sphere-geometry.ts +1 -1
  105. package/src/geometries/plane-geometry.ts +1 -1
  106. package/src/geometries/sphere-geometry.ts +1 -1
  107. package/src/geometries/truncated-cone-geometry.ts +2 -1
  108. package/src/geometry/geometry-table.ts +9 -6
  109. package/src/geometry/geometry-utils.ts +16 -0
  110. package/src/geometry/geometry.ts +9 -6
  111. package/src/geometry/gpu-geometry.ts +18 -11
  112. package/src/index.ts +4 -1
  113. package/src/lib/clip-space.ts +16 -19
  114. package/src/lib/pipeline-factory.ts +71 -64
  115. package/src/lib/shader-factory.ts +57 -0
  116. package/src/model/model.ts +255 -146
  117. package/src/scenegraph/group-node.ts +14 -10
  118. package/src/scenegraph/model-node.ts +2 -2
  119. package/src/scenegraph/scenegraph-node.ts +2 -2
  120. package/src/shader-inputs.ts +19 -12
  121. package/src/transform/buffer-transform.ts +16 -8
  122. package/src/transform/texture-transform.ts +14 -15
  123. package/dist/animation/key-frames.js.map +0 -1
  124. package/dist/animation/timeline.js.map +0 -1
  125. package/dist/animation-loop/animation-loop-template.js.map +0 -1
  126. package/dist/animation-loop/animation-loop.js.map +0 -1
  127. package/dist/animation-loop/animation-props.js.map +0 -1
  128. package/dist/animation-loop/make-animation-loop.js.map +0 -1
  129. package/dist/debug/copy-texture-to-image.js.map +0 -1
  130. package/dist/debug/debug-framebuffer.js.map +0 -1
  131. package/dist/debug/debug-shader-layout.js.map +0 -1
  132. package/dist/debug/pixel-data-utils.js.map +0 -1
  133. package/dist/geometries/cone-geometry.js.map +0 -1
  134. package/dist/geometries/cube-geometry.js.map +0 -1
  135. package/dist/geometries/cylinder-geometry.js.map +0 -1
  136. package/dist/geometries/ico-sphere-geometry.js.map +0 -1
  137. package/dist/geometries/plane-geometry.js.map +0 -1
  138. package/dist/geometries/sphere-geometry.js.map +0 -1
  139. package/dist/geometries/truncated-cone-geometry.js.map +0 -1
  140. package/dist/geometry/geometry-table.js.map +0 -1
  141. package/dist/geometry/geometry-utils.js.map +0 -1
  142. package/dist/geometry/geometry.js.map +0 -1
  143. package/dist/geometry/gpu-geometry.js.map +0 -1
  144. package/dist/geometry/gpu-table.js.map +0 -1
  145. package/dist/index.js.map +0 -1
  146. package/dist/lib/clip-space.js.map +0 -1
  147. package/dist/lib/pipeline-factory.js.map +0 -1
  148. package/dist/model/model.js.map +0 -1
  149. package/dist/scenegraph/group-node.js.map +0 -1
  150. package/dist/scenegraph/model-node.js.map +0 -1
  151. package/dist/scenegraph/scenegraph-node.js.map +0 -1
  152. package/dist/shader-inputs.js.map +0 -1
  153. package/dist/transform/buffer-transform.js.map +0 -1
  154. package/dist/transform/texture-transform.js.map +0 -1
@@ -4,7 +4,7 @@ import {ScenegraphNode, ScenegraphNodeProps} from './scenegraph-node';
4
4
 
5
5
  export type GroupNodeProps = ScenegraphNodeProps & {
6
6
  children?: ScenegraphNode[];
7
- }
7
+ };
8
8
 
9
9
  export class GroupNode extends ScenegraphNode {
10
10
  children: ScenegraphNode[];
@@ -16,7 +16,7 @@ export class GroupNode extends ScenegraphNode {
16
16
  props = Array.isArray(props) ? {children: props} : props;
17
17
  const {children = []} = props;
18
18
  log.assert(
19
- children.every((child) => child instanceof ScenegraphNode),
19
+ children.every(child => child instanceof ScenegraphNode),
20
20
  'every child must an instance of ScenegraphNode'
21
21
  );
22
22
  super(props);
@@ -24,7 +24,10 @@ export class GroupNode extends ScenegraphNode {
24
24
  }
25
25
 
26
26
  override getBounds(): [number[], number[]] | null {
27
- const result: [number[], number[]] = [[Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]];
27
+ const result: [number[], number[]] = [
28
+ [Infinity, Infinity, Infinity],
29
+ [-Infinity, -Infinity, -Infinity]
30
+ ];
28
31
 
29
32
  this.traverse((node, {worldMatrix}) => {
30
33
  const bounds = node.getBounds();
@@ -39,11 +42,9 @@ export class GroupNode extends ScenegraphNode {
39
42
 
40
43
  for (let v = 0; v < 8; v++) {
41
44
  // Test all 8 corners of the box
42
- const position = new Vector3(
43
- v & 0b001 ? -1 : 1,
44
- v & 0b010 ? -1 : 1,
45
- v & 0b100 ? -1 : 1
46
- ).multiply(halfSize).add(center);
45
+ const position = new Vector3(v & 0b001 ? -1 : 1, v & 0b010 ? -1 : 1, v & 0b100 ? -1 : 1)
46
+ .multiply(halfSize)
47
+ .add(center);
47
48
 
48
49
  for (let i = 0; i < 3; i++) {
49
50
  result[0][i] = Math.min(result[0][i], position[i]);
@@ -58,7 +59,7 @@ export class GroupNode extends ScenegraphNode {
58
59
  }
59
60
 
60
61
  override destroy(): void {
61
- this.children.forEach((child) => child.destroy());
62
+ this.children.forEach(child => child.destroy());
62
63
  this.removeAll();
63
64
  super.destroy();
64
65
  }
@@ -89,7 +90,10 @@ export class GroupNode extends ScenegraphNode {
89
90
  return this;
90
91
  }
91
92
 
92
- traverse(visitor: (node: ScenegraphNode, context: {worldMatrix: Matrix4}) => void, {worldMatrix = new Matrix4()} = {}) {
93
+ traverse(
94
+ visitor: (node: ScenegraphNode, context: {worldMatrix: Matrix4}) => void,
95
+ {worldMatrix = new Matrix4()} = {}
96
+ ) {
93
97
  const modelMatrix = new Matrix4(worldMatrix).multiplyRight(this.matrix);
94
98
 
95
99
  for (const child of this.children) {
@@ -6,7 +6,7 @@ export type ModelNodeProps = ScenegraphNodeProps & {
6
6
  model: Model;
7
7
  managedResources?: any[];
8
8
  bounds?: [number[], number[]];
9
- }
9
+ };
10
10
 
11
11
  export class ModelNode extends ScenegraphNode {
12
12
  readonly model: Model;
@@ -38,7 +38,7 @@ export class ModelNode extends ScenegraphNode {
38
38
  // @ts-expect-error
39
39
  this.model = null;
40
40
  }
41
- this.managedResources.forEach((resource) => resource.destroy());
41
+ this.managedResources.forEach(resource => resource.destroy());
42
42
  this.managedResources = [];
43
43
  }
44
44
 
@@ -10,14 +10,14 @@ export type ScenegraphNodeProps = {
10
10
  position?: NumberArray;
11
11
  rotation?: NumberArray;
12
12
  scale?: NumberArray;
13
- update?: boolean
13
+ update?: boolean;
14
14
  };
15
15
 
16
16
  export class ScenegraphNode {
17
17
  readonly id: string;
18
18
  matrix: Matrix4 = new Matrix4();
19
19
 
20
- display = true;
20
+ display = true;
21
21
  position = new Vector3();
22
22
  rotation = new Vector3();
23
23
  scale = new Vector3(1, 1, 1);
@@ -1,9 +1,11 @@
1
- // luma.gl, MIT license
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
2
5
  import type {UniformValue, Texture, Sampler} from '@luma.gl/core';
3
6
  import {log} from '@luma.gl/core';
4
7
  // import type {ShaderUniformType, UniformValue, UniformFormat, UniformInfoDevice, Texture, Sampler} from '@luma.gl/core';
5
- import {_resolveModules, ShaderModuleInstance} from '@luma.gl/shadertools'
6
-
8
+ import {_resolveModules, ShaderModuleInstance} from '@luma.gl/shadertools';
7
9
 
8
10
  /** Minimal ShaderModule subset, we don't need shader code etc */
9
11
  export type ShaderModuleInputs<
@@ -40,8 +42,8 @@ export class ShaderInputs<
40
42
  Record<string, Record<string, unknown>>
41
43
  >
42
44
  > {
43
- /**
44
- * The map of modules
45
+ /**
46
+ * The map of modules
45
47
  * @todo should should this include the resolved dependencies?
46
48
  */
47
49
  modules: Readonly<{[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}>;
@@ -59,8 +61,12 @@ export class ShaderInputs<
59
61
  */
60
62
  constructor(modules: {[P in keyof ShaderPropsT]: ShaderModuleInputs<ShaderPropsT[P]>}) {
61
63
  // TODO - get all dependencies from modules
62
- const allModules =_resolveModules(Object.values(modules));
63
- log.log(1, 'Creating ShaderInputs with modules', allModules.map(m => m.name))();
64
+ const allModules = _resolveModules(Object.values(modules));
65
+ log.log(
66
+ 1,
67
+ 'Creating ShaderInputs with modules',
68
+ allModules.map(m => m.name)
69
+ )();
64
70
 
65
71
  // Store the module definitions and create storage for uniform values and binding values, per module
66
72
  this.modules = modules;
@@ -94,8 +100,9 @@ export class ShaderInputs<
94
100
  continue; // eslint-disable-line no-continue
95
101
  }
96
102
 
97
- const oldUniforms = this.moduleUniforms[moduleName];
98
- const uniforms = module.getUniforms?.(moduleProps, this.moduleUniforms[moduleName]) || moduleProps as any;
103
+ const oldUniforms = this.moduleUniforms[moduleName];
104
+ const uniforms =
105
+ module.getUniforms?.(moduleProps, this.moduleUniforms[moduleName]) || (moduleProps as any);
99
106
  // console.error(uniforms)
100
107
  this.moduleUniforms[moduleName] = {...oldUniforms, ...uniforms};
101
108
  // this.moduleUniformsChanged ||= moduleName;
@@ -113,8 +120,8 @@ export class ShaderInputs<
113
120
  // return this.moduleUniforms;
114
121
  // }
115
122
 
116
- /**
117
- * Return the map of modules
123
+ /**
124
+ * Return the map of modules
118
125
  * @todo should should this include the resolved dependencies?
119
126
  */
120
127
  getModules(): ShaderModuleInstance[] {
@@ -136,7 +143,7 @@ export class ShaderInputs<
136
143
  }
137
144
 
138
145
  getDebugTable(): Record<string, Record<string, unknown>> {
139
- const table: Record<string,Record<string, unknown>> = {};
146
+ const table: Record<string, Record<string, unknown>> = {};
140
147
  for (const [moduleName, module] of Object.entries(this.moduleUniforms)) {
141
148
  for (const [key, value] of Object.entries(module)) {
142
149
  table[`${moduleName}.${key}`] = {
@@ -1,10 +1,18 @@
1
- // luma.gl, MIT license
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
2
3
  // Copyright (c) vis.gl contributors
3
4
 
4
- import {Device, Buffer, BufferRange, TransformFeedback, assert, RenderPassProps} from '@luma.gl/core';
5
+ import {
6
+ Device,
7
+ Buffer,
8
+ BufferRange,
9
+ TransformFeedback,
10
+ assert,
11
+ RenderPassProps
12
+ } from '@luma.gl/core';
5
13
  import {getPassthroughFS} from '@luma.gl/shadertools';
6
14
  import {Model} from '../model/model';
7
- import type { ModelProps } from '..';
15
+ import type {ModelProps} from '..';
8
16
 
9
17
  /**
10
18
  * Properties for creating a {@link BufferTransform}
@@ -26,24 +34,24 @@ export class BufferTransform {
26
34
 
27
35
  /** @deprecated Use device feature test. */
28
36
  static isSupported(device: Device): boolean {
29
- return device.features.has('transform-feedback-webgl2');
37
+ return device?.info?.type === 'webgl';
30
38
  }
31
39
 
32
40
  constructor(device: Device, props: BufferTransformProps = Model.defaultProps) {
33
- assert(device.features.has('transform-feedback-webgl2'), 'Device must support transform feedback');
41
+ assert(BufferTransform.isSupported(device), 'BufferTransform not yet implemented on WebGPU');
34
42
 
35
43
  this.device = device;
36
44
 
37
45
  this.model = new Model(this.device, {
38
46
  id: props.id || 'buffer-transform-model',
39
- fs: props.fs || getPassthroughFS({version: 300}),
47
+ fs: props.fs || getPassthroughFS(),
40
48
  topology: props.topology || 'point-list',
41
- ...props,
49
+ ...props
42
50
  });
43
51
 
44
52
  this.transformFeedback = this.device.createTransformFeedback({
45
53
  layout: this.model.pipeline.shaderLayout,
46
- buffers: props.feedbackBuffers,
54
+ buffers: props.feedbackBuffers
47
55
  });
48
56
 
49
57
  this.model.setTransformFeedback(this.transformFeedback);
@@ -1,9 +1,10 @@
1
- // luma.gl, MIT license
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
2
3
  // Copyright (c) vis.gl contributors
3
4
 
4
- import { Buffer, Device, Framebuffer, RenderPassProps, Sampler, Texture } from '@luma.gl/core';
5
- import { Model, ModelProps } from '../model/model';
6
- import { getPassthroughFS } from '@luma.gl/shadertools';
5
+ import {Buffer, Device, Framebuffer, RenderPassProps, Sampler, Texture} from '@luma.gl/core';
6
+ import {Model, ModelProps} from '../model/model';
7
+ import {getPassthroughFS} from '@luma.gl/shadertools';
7
8
 
8
9
  /**
9
10
  * Properties for creating a {@link TextureTransform}
@@ -24,7 +25,6 @@ export type TextureTransformProps = Omit<ModelProps, 'fs'> & {
24
25
  targetTextureVarying: string;
25
26
  };
26
27
 
27
-
28
28
  type TextureBinding = {
29
29
  sourceBuffers: Record<string, Buffer>;
30
30
  sourceTextures: Record<string, Texture>;
@@ -42,7 +42,7 @@ export class TextureTransform {
42
42
  readonly device: Device;
43
43
  readonly model: Model;
44
44
  readonly sampler: Sampler;
45
-
45
+
46
46
  currentIndex = 0;
47
47
  samplerTextureMap: Record<string, any> | null = null;
48
48
  bindings: TextureBinding[] = []; // each element is an object : {sourceTextures, targetTexture, framebuffer}
@@ -57,17 +57,18 @@ export class TextureTransform {
57
57
  addressModeV: 'clamp-to-edge',
58
58
  minFilter: 'nearest',
59
59
  magFilter: 'nearest',
60
- mipmapFilter: 'nearest',
60
+ mipmapFilter: 'nearest'
61
61
  });
62
62
 
63
63
  this.model = new Model(this.device, {
64
64
  id: props.id || 'texture-transform-model',
65
- fs: props.fs || getPassthroughFS({
66
- version: 300,
67
- input: props.targetTextureVarying,
68
- inputChannels: props.targetTextureChannels,
69
- output: FS_OUTPUT_VARIABLE
70
- }),
65
+ fs:
66
+ props.fs ||
67
+ getPassthroughFS({
68
+ input: props.targetTextureVarying,
69
+ inputChannels: props.targetTextureChannels,
70
+ output: FS_OUTPUT_VARIABLE
71
+ }),
71
72
  vertexCount: props.vertexCount, // TODO(donmccurdy): Naming?
72
73
  ...props
73
74
  });
@@ -99,7 +100,6 @@ export class TextureTransform {
99
100
  console.warn('TextureTransform#update() not implemented');
100
101
  }
101
102
 
102
-
103
103
  getData({packed = false} = {}) {
104
104
  // TODO(v9): Method should likely be removed for v9. Keeping a method stub
105
105
  // to assist with migrating DeckGL usage.
@@ -111,7 +111,6 @@ export class TextureTransform {
111
111
  return targetTexture;
112
112
  }
113
113
 
114
-
115
114
  getFramebuffer(): Framebuffer {
116
115
  const currentResources = this.bindings[this.currentIndex];
117
116
  return currentResources.framebuffer;
@@ -1 +0,0 @@
1
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@@ -1 +0,0 @@
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@@ -1 +0,0 @@
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@@ -1 +0,0 @@
1
- {"version":3,"file":"animation-loop.js","names":["luma","requestAnimationFrame","cancelAnimationFrame","Stats","statIdCounter","DEFAULT_ANIMATION_LOOP_PROPS","device","onAddHTML","onInitialize","onRender","onFinalize","onError","error","console","stats","get","useDevicePixels","autoResizeViewport","autoResizeDrawingBuffer","AnimationLoop","constructor","props","canvas","animationProps","timeline","cpuTime","gpuTime","frameRate","display","needsRedraw","_initialized","_running","_animationFrameId","_nextFramePromise","_resolveNextFrame","_cpuStartTime","Error","id","setProps","start","bind","stop","_onMousemove","_onMouseleave","destroy","_setDisplay","delete","setNeedsRedraw","reason","appContext","_initDevice","_initialize","_getAnimationProps","_cancelAnimationFrame","_requestAnimationFrame","err","redraw","_this$device","isLost","_beginFrameTimers","_setupFrame","_updateAnimationProps","_renderFrame","_clearNeedsRedraw","_endFrameTimers","attachTimeline","detachTimeline","waitForRender","Promise","resolve","toDataURL","HTMLCanvasElement","_startEventHandling","_initializeAnimationProps","_resizeCanvasDrawingBuffer","_resizeViewport","animationLoop","_animationFrame","submit","_this$device2","canvasContext","width","height","aspect","time","startTime","Date","now","engineTime","tick","tock","_mousePosition","_getSizeAndAspect","update","Math","floor","getTime","_this$device$canvasCo","_createInfoDiv","wrapperDiv","document","createElement","body","appendChild","style","position","div","left","bottom","background","html","innerHTML","_this$device3","_this$device4","getPixelSize","clientHeight","clientWidth","gl","viewport","drawingBufferWidth","drawingBufferHeight","_this$device5","resize","timeEnd","timeStart","addEventListener","event","MouseEvent","offsetX","offsetY"],"sources":["../../src/animation-loop/animation-loop.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {luma, Device} from '@luma.gl/core';\nimport {requestAnimationFrame, cancelAnimationFrame} from '@luma.gl/core';\nimport {Timeline} from '../animation/timeline';\nimport {AnimationProps} from './animation-props';\nimport {Stats, Stat} from '@probe.gl/stats';\n\nlet statIdCounter = 0;\n\n/** AnimationLoop properties */\nexport type AnimationLoopProps = {\n device: Device | Promise<Device>;\n\n onAddHTML?: (div: HTMLDivElement) => string; // innerHTML\n onInitialize?: (animationProps: AnimationProps) => Promise<unknown>;\n onRender?: (animationProps: AnimationProps) => unknown;\n onFinalize?: (animationProps: AnimationProps) => void;\n onError?: (reason: Error) => void;\n\n stats?: Stats;\n\n // view parameters - TODO move to CanvasContext?\n autoResizeViewport?: boolean;\n autoResizeDrawingBuffer?: boolean;\n useDevicePixels?: number | boolean;\n};\n\nexport type MutableAnimationLoopProps = {\n // view parameters\n autoResizeViewport?: boolean;\n autoResizeDrawingBuffer?: boolean;\n useDevicePixels?: number | boolean;\n}\n\nconst DEFAULT_ANIMATION_LOOP_PROPS: Required<AnimationLoopProps> = {\n device: null!,\n\n onAddHTML: () => '',\n onInitialize: async () => { return null; },\n onRender: () => {},\n onFinalize: () => {},\n onError: (error) => console.error(error), // eslint-disable-line no-console\n\n stats: luma.stats.get(`animation-loop-${statIdCounter++}`),\n\n // view parameters\n useDevicePixels: true,\n autoResizeViewport: false,\n autoResizeDrawingBuffer: false,\n};\n\n/** Convenient animation loop */\nexport class AnimationLoop {\n device: Device | null = null;\n canvas: HTMLCanvasElement | OffscreenCanvas | null = null;\n\n props: Required<AnimationLoopProps>;\n animationProps: AnimationProps | null = null;\n timeline: Timeline | null = null;\n stats: Stats;\n cpuTime: Stat;\n gpuTime: Stat;\n frameRate: Stat;\n\n display: any;\n\n needsRedraw: string | false = 'initialized';\n\n _initialized: boolean = false;\n _running: boolean = false;\n _animationFrameId: any = null;\n _nextFramePromise: Promise<AnimationLoop> | null = null;\n _resolveNextFrame: ((animationLoop: AnimationLoop) => void) | null = null;\n _cpuStartTime: number = 0;\n\n // _gpuTimeQuery: Query | null = null;\n\n /*\n * @param {HTMLCanvasElement} canvas - 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move these props to CanvasContext? */\n setProps(props: MutableAnimationLoopProps): this {\n if ('autoResizeViewport' in props) {\n this.props.autoResizeViewport = props.autoResizeViewport || false;\n }\n if ('autoResizeDrawingBuffer' in props) {\n this.props.autoResizeDrawingBuffer = props.autoResizeDrawingBuffer || false;\n }\n if ('useDevicePixels' in props) {\n this.props.useDevicePixels = props.useDevicePixels || false;\n }\n return this;\n }\n\n /** Starts a render loop if not already running */\n async start() {\n if (this._running) {\n return this;\n }\n this._running = true;\n\n try {\n\n let appContext;\n if (!this._initialized) {\n this._initialized = true;\n // Create the WebGL context\n await this._initDevice();\n this._initialize();\n\n // Note: onIntialize can return a promise (e.g. in case app needs to load resources)\n await this.props.onInitialize(this._getAnimationProps());\n }\n\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n\n // Start the loop\n if (appContext !== false) {\n // cancel any pending renders to ensure only one loop can ever run\n this._cancelAnimationFrame();\n this._requestAnimationFrame();\n }\n\n return this;\n } catch (err: unknown) {\n const error = err instanceof Error ? err : new Error('Unknown error')\n this.props.onError(error);\n // this._running = false; // TODO\n throw error;\n }\n }\n\n /** Stops a render loop if already running, finalizing */\n stop() {\n // console.debug(`Stopping ${this.constructor.name}`);\n if (this._running) {\n // call callback\n // If stop is called immediately, we can end up in a state where props haven't been initialized...\n if (this.animationProps) {\n this.props.onFinalize(this.animationProps);\n }\n\n this._cancelAnimationFrame();\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n this._running = false;\n }\n return this;\n }\n\n /** Explicitly draw a frame */\n redraw(): this {\n if (this.device?.isLost) {\n return this;\n }\n\n this._beginFrameTimers();\n\n this._setupFrame();\n this._updateAnimationProps();\n\n this._renderFrame(this._getAnimationProps());\n\n // clear needsRedraw flag\n this._clearNeedsRedraw();\n\n if (this._resolveNextFrame) {\n this._resolveNextFrame(this);\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n }\n\n this._endFrameTimers();\n\n return this;\n }\n\n /** Add a timeline, it will be automatically updated by the animation loop. */\n attachTimeline(timeline: Timeline): Timeline {\n this.timeline = timeline;\n return this.timeline;\n }\n\n /** Remove a timeline */\n detachTimeline(): void {\n this.timeline = null;\n }\n\n /** Wait until a render completes */\n waitForRender(): Promise<AnimationLoop> {\n this.setNeedsRedraw('waitForRender');\n\n if (!this._nextFramePromise) {\n this._nextFramePromise = new Promise((resolve) => {\n this._resolveNextFrame = resolve;\n });\n }\n return this._nextFramePromise;\n }\n\n /** TODO - should use device.deviceContext */\n async toDataURL(): Promise<string> {\n this.setNeedsRedraw('toDataURL');\n await this.waitForRender();\n if (this.canvas instanceof HTMLCanvasElement) {\n return this.canvas.toDataURL();\n }\n throw new Error('OffscreenCanvas');\n }\n\n // PRIVATE METHODS\n\n _initialize(): void {\n this._startEventHandling();\n\n // Initialize the callback data\n this._initializeAnimationProps();\n this._updateAnimationProps();\n\n // Default viewport setup, in case onInitialize wants to render\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n\n // this._gpuTimeQuery = Query.isSupported(this.gl, ['timers']) ? new Query(this.gl) : null;\n }\n\n _setDisplay(display: any): void {\n if (this.display) {\n this.display.destroy();\n this.display.animationLoop = null;\n }\n\n // store animation loop on the display\n if (display) {\n display.animationLoop = this;\n }\n\n this.display = display;\n }\n\n _requestAnimationFrame(): void {\n if (!this._running) {\n return;\n }\n\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.requestAnimationFrame) {\n // this._animationFrameId = this.display.requestAnimationFrame(this._animationFrame.bind(this));\n // }\n this._animationFrameId = requestAnimationFrame(this._animationFrame.bind(this));\n }\n\n _cancelAnimationFrame(): void {\n if (this._animationFrameId === null) {\n return;\n }\n\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.cancelAnimationFrame) {\n // this.display.cancelAnimationFrame(this._animationFrameId);\n // }\n cancelAnimationFrame(this._animationFrameId);\n this._animationFrameId = null;\n }\n\n _animationFrame(): void {\n if (!this._running) {\n return;\n }\n this.redraw();\n this._requestAnimationFrame();\n }\n\n // Called on each frame, can be overridden to call onRender multiple times\n // to support e.g. stereoscopic rendering\n _renderFrame(animationProps: AnimationProps): void {\n // Allow e.g. VR display to render multiple frames.\n if (this.display) {\n this.display._renderFrame(animationProps);\n return;\n }\n\n // call callback\n this.props.onRender(this._getAnimationProps());\n // end callback\n\n // Submit commands (necessary on WebGPU)\n this.device.submit();\n }\n\n _clearNeedsRedraw(): void {\n this.needsRedraw = false;\n }\n\n _setupFrame(): void {\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n }\n\n // Initialize the object that will be passed to app callbacks\n _initializeAnimationProps(): void {\n if (!this.device) {\n throw new Error('loop');\n }\n this.animationProps = {\n animationLoop: this,\n\n device: this.device,\n canvas: this.device?.canvasContext?.canvas,\n timeline: this.timeline,\n\n // Initial values\n useDevicePixels: this.props.useDevicePixels,\n needsRedraw: false,\n\n // Placeholders\n width: 1,\n height: 1,\n aspect: 1,\n\n // Animation props\n time: 0,\n startTime: Date.now(),\n engineTime: 0,\n tick: 0,\n tock: 0,\n\n // Experimental\n _mousePosition: null // Event props\n };\n }\n\n _getAnimationProps(): AnimationProps {\n if (!this.animationProps) {\n throw new Error('animationProps');\n }\n return this.animationProps;\n }\n\n // Update the context object that will be passed to app callbacks\n _updateAnimationProps(): void {\n if (!this.animationProps) {\n return;\n }\n\n // Can this be replaced with canvas context?\n const {width, height, aspect} = this._getSizeAndAspect();\n if (width !== this.animationProps.width || height !== this.animationProps.height) {\n this.setNeedsRedraw('drawing buffer resized');\n }\n if (aspect !== this.animationProps.aspect) {\n this.setNeedsRedraw('drawing buffer aspect changed');\n }\n\n this.animationProps.width = width;\n this.animationProps.height = height;\n this.animationProps.aspect = aspect;\n\n this.animationProps.needsRedraw = this.needsRedraw;\n\n // Update time properties\n this.animationProps.engineTime = Date.now() - 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- {"version":3,"file":"animation-props.js","names":[],"sources":["../../src/animation-loop/animation-props.ts"],"sourcesContent":["import {Device} from '@luma.gl/core';\nimport {Timeline} from '../animation/timeline'\nimport type {AnimationLoop} from './animation-loop';\n\n/** Properties passed to every render frame */\nexport type AnimationProps = {\n device: Device;\n animationLoop: AnimationLoop;\n\n /** @todo Should be canvasContext */\n canvas: HTMLCanvasElement | OffscreenCanvas;\n useDevicePixels: number | boolean;\n width: number;\n height: number;\n aspect: number;\n\n // Animation props\n time: number;\n startTime: number;\n engineTime: number;\n tick: number;\n tock: number;\n\n // Initial values\n needsRedraw?: string | false;\n\n timeline: Timeline | null;\n\n // Experimental\n _mousePosition?: [number, number] | null; // [offsetX, offsetY],\n};\n"],"mappings":""}
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- {"version":3,"file":"make-animation-loop.js","names":["luma","AnimationLoop","makeAnimationLoop","AnimationLoopTemplateCtor","props","renderLoop","device","createDevice","animationLoop","onInitialize","animationProps","_renderLoop","onRender","_renderLoop2","onFinalize","_renderLoop3","getInfo","info"],"sources":["../../src/animation-loop/make-animation-loop.ts"],"sourcesContent":["// luma.gl, MIT license\nimport {luma} from '@luma.gl/core';\nimport {AnimationLoopTemplate} from './animation-loop-template'\nimport {AnimationLoop, AnimationLoopProps} from './animation-loop'\nimport type {AnimationProps} from './animation-props';\n\nexport type MakeAnimationLoopProps = Omit<AnimationLoopProps, 'onCreateDevice' | 'onInitialize' | 'onRedraw' | 'onFinalize'>;\n\n/** Instantiates and runs the render loop */\nexport function makeAnimationLoop(AnimationLoopTemplateCtor: typeof AnimationLoopTemplate, props?: MakeAnimationLoopProps): AnimationLoop {\n let renderLoop: AnimationLoopTemplate | null = null;\n\n const device = props?.device || luma.createDevice();\n\n // Create an animation loop;\n const animationLoop = new AnimationLoop({\n ... props,\n\n device,\n\n async onInitialize(animationProps: AnimationProps): Promise<unknown> {\n // @ts-expect-error abstract to prevent instantiation\n renderLoop = new AnimationLoopTemplateCtor(animationProps);\n // Any async loading can be handled here\n return await renderLoop?.onInitialize(animationProps);\n },\n\n onRender: (animationProps: AnimationProps) => renderLoop?.onRender(animationProps),\n \n onFinalize: (animationProps: AnimationProps) => renderLoop?.onFinalize(animationProps)\n });\n\n // @ts-expect-error Hack: adds info for the website to find\n animationLoop.getInfo = () => {\n // @ts-ignore\n // eslint-disable-next-line no-invalid-this\n return this.AnimationLoopTemplateCtor.info;\n }\n\n // Start the loop automatically\n // animationLoop.start();\n\n return animationLoop;\n}\n"],"mappings":"AACA,SAAQA,IAAI,QAAO,eAAe;AAAC,SAE3BC,aAAa;AAMrB,OAAO,SAASC,iBAAiBA,CAACC,yBAAuD,EAAEC,KAA8B,EAAiB;EACxI,IAAIC,UAAwC,GAAG,IAAI;EAEnD,MAAMC,MAAM,GAAG,CAAAF,KAAK,aAALA,KAAK,uBAALA,KAAK,CAAEE,MAAM,KAAIN,IAAI,CAACO,YAAY,CAAC,CAAC;EAGnD,MAAMC,aAAa,GAAG,IAAIP,aAAa,CAAC;IACtC,GAAIG,KAAK;IAETE,MAAM;IAEN,MAAMG,YAAYA,CAACC,cAA8B,EAAoB;MAAA,IAAAC,WAAA;MAEnEN,UAAU,GAAG,IAAIF,yBAAyB,CAACO,cAAc,CAAC;MAE1D,OAAO,QAAAC,WAAA,GAAMN,UAAU,cAAAM,WAAA,uBAAVA,WAAA,CAAYF,YAAY,CAACC,cAAc,CAAC;IACvD,CAAC;IAEDE,QAAQ,EAAGF,cAA8B;MAAA,IAAAG,YAAA;MAAA,QAAAA,YAAA,GAAKR,UAAU,cAAAQ,YAAA,uBAAVA,YAAA,CAAYD,QAAQ,CAACF,cAAc,CAAC;IAAA;IAElFI,UAAU,EAAGJ,cAA8B;MAAA,IAAAK,YAAA;MAAA,QAAAA,YAAA,GAAKV,UAAU,cAAAU,YAAA,uBAAVA,YAAA,CAAYD,UAAU,CAACJ,cAAc,CAAC;IAAA;EACxF,CAAC,CAAC;EAGFF,aAAa,CAACQ,OAAO,GAAG,MAAM;IAG5B,OAAO,IAAI,CAACb,yBAAyB,CAACc,IAAI;EAC5C,CAAC;EAKD,OAAOT,aAAa;AACtB"}
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- {"version":3,"file":"copy-texture-to-image.js","names":["flipRows","scalePixels","copyTextureToImage","source","options","dataUrl","copyTextureToDataUrl","targetImage","Image","src","arguments","length","undefined","sourceAttachment","targetMaxHeight","Number","MAX_SAFE_INTEGER","data","device","readPixelsToArrayWebGL","width","height","canvas","document","createElement","context","getContext","imageData","createImageData","set","putImageData","toDataURL"],"sources":["../../src/debug/copy-texture-to-image.ts"],"sourcesContent":["// luma.gl, MIT license\nimport {Texture, Framebuffer} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {flipRows, scalePixels} from './pixel-data-utils';\n\n/**\n * Options for copying texture pixels to image\n * @todo - support gl.readBuffer\n */\nexport type CopyTextureToImageOptions = {\n sourceAttachment?: number; \n targetMaxHeight?: number;\n targetImage?: HTMLImageElement;\n};\n\n/**\n * Reads pixels from a Framebuffer or Texture object into an HTML Image\n * @todo - can we move this to @luma.gl/core?\n * @param source \n * @param options options passed to copyToDataUrl\n * @returns \n */\nexport function copyTextureToImage(\n source: Texture | Framebuffer,\n options?: CopyTextureToImageOptions\n): HTMLImageElement {\n\n const dataUrl = copyTextureToDataUrl(source, options);\n const targetImage: HTMLImageElement = options?.targetImage || new Image();\n targetImage.src = dataUrl;\n\n return targetImage;\n}\n\n/**\n * Reads pixels from a Framebuffer or Texture object to a dataUrl\n * @todo - can we move this to @luma.gl/core?\n * @param source texture or framebuffer to read from\n * @param options \n */\nexport function copyTextureToDataUrl(\n source: Texture | Framebuffer,\n options: CopyTextureToImageOptions = {}\n): string {\n const {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMaxHeight = Number.MAX_SAFE_INTEGER\n } = options;\n\n let data = source.device.readPixelsToArrayWebGL(source, {sourceAttachment});\n\n // Scale down\n let {width, height} = source;\n while (height > targetMaxHeight) {\n ({data, width, height} = scalePixels({data, width, height}));\n }\n\n // Flip to top down coordinate system\n flipRows({data, width, height});\n\n const canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n const context = canvas.getContext('2d');\n\n // Copy the pixels to a 2D canvas\n const imageData = context.createImageData(width, height);\n imageData.data.set(data);\n context.putImageData(imageData, 0, 0);\n\n return canvas.toDataURL('image/png');\n}\n"],"mappings":"SAGQA,QAAQ,EAAEC,WAAW;AAmB7B,OAAO,SAASC,kBAAkBA,CAChCC,MAA6B,EAC7BC,OAAmC,EACjB;EAElB,MAAMC,OAAO,GAAGC,oBAAoB,CAACH,MAAM,EAAEC,OAAO,CAAC;EACrD,MAAMG,WAA6B,GAAG,CAAAH,OAAO,aAAPA,OAAO,uBAAPA,OAAO,CAAEG,WAAW,KAAI,IAAIC,KAAK,CAAC,CAAC;EACzED,WAAW,CAACE,GAAG,GAAGJ,OAAO;EAEzB,OAAOE,WAAW;AACpB;AAQA,OAAO,SAASD,oBAAoBA,CAClCH,MAA6B,EAErB;EAAA,IADRC,OAAkC,GAAAM,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;EAEvC,MAAM;IACJG,gBAAgB,QAAuB;IACvCC,eAAe,GAAGC,MAAM,CAACC;EAC3B,CAAC,GAAGZ,OAAO;EAEX,IAAIa,IAAI,GAAGd,MAAM,CAACe,MAAM,CAACC,sBAAsB,CAAChB,MAAM,EAAE;IAACU;EAAgB,CAAC,CAAC;EAG3E,IAAI;IAACO,KAAK;IAAEC;EAAM,CAAC,GAAGlB,MAAM;EAC5B,OAAOkB,MAAM,GAAGP,eAAe,EAAE;IAC/B,CAAC;MAACG,IAAI;MAAEG,KAAK;MAAEC;IAAM,CAAC,GAAGpB,WAAW,CAAC;MAACgB,IAAI;MAAEG,KAAK;MAAEC;IAAM,CAAC,CAAC;EAC7D;EAGArB,QAAQ,CAAC;IAACiB,IAAI;IAAEG,KAAK;IAAEC;EAAM,CAAC,CAAC;EAE/B,MAAMC,MAAM,GAAGC,QAAQ,CAACC,aAAa,CAAC,QAAQ,CAAC;EAC/CF,MAAM,CAACF,KAAK,GAAGA,KAAK;EACpBE,MAAM,CAACD,MAAM,GAAGA,MAAM;EACtB,MAAMI,OAAO,GAAGH,MAAM,CAACI,UAAU,CAAC,IAAI,CAAC;EAGvC,MAAMC,SAAS,GAAGF,OAAO,CAACG,eAAe,CAACR,KAAK,EAAEC,MAAM,CAAC;EACxDM,SAAS,CAACV,IAAI,CAACY,GAAG,CAACZ,IAAI,CAAC;EACxBQ,OAAO,CAACK,YAAY,CAACH,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC;EAErC,OAAOL,MAAM,CAACS,SAAS,CAAC,WAAW,CAAC;AACtC"}
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- {"version":3,"file":"debug-framebuffer.js","names":["canvas","ctx","debugFramebuffer","fbo","_ref","id","minimap","opaque","top","left","rgbaScale","document","createElement","title","style","zIndex","position","border","transform","body","appendChild","getContext","width","height","color","device","readPixelsToArrayWebGL","imageData","createImageData","offset","i","length","data","putImageData"],"sources":["../../src/debug/debug-framebuffer.ts"],"sourcesContent":["import type {Framebuffer, Texture} from '@luma.gl/core';\n// import {copyTextureToImage} from '../debug/copy-texture-to-image';\n\n/** Only works with 1st device? */\nlet canvas: HTMLCanvasElement | null = null;\nlet ctx: CanvasRenderingContext2D | null = null;\n// let targetImage: HTMLImageElement | null = null;\n\n/** Debug utility to draw FBO contents onto screen */\n// eslint-disable-next-line\nexport function debugFramebuffer(\n fbo: Framebuffer | Texture,\n {id, minimap, opaque, top = '0', left = '0', rgbaScale = 1}: {id: string, minimap?: boolean; opaque?: boolean, top?: string, left?: string, rgbaScale?: number}\n) {\n if (!canvas) {\n canvas = document.createElement('canvas');\n canvas.id = id;\n canvas.title = id;\n canvas.style.zIndex = '100';\n canvas.style.position = 'absolute';\n canvas.style.top = top; // ⚠️\n canvas.style.left = left; // ⚠️\n canvas.style.border = 'blue 1px solid';\n canvas.style.transform = 'scaleY(-1)';\n document.body.appendChild(canvas);\n\n ctx = canvas.getContext('2d');\n // targetImage = new Image();\n }\n\n // const canvasHeight = (minimap ? 2 : 1) * fbo.height;\n if (canvas.width !== fbo.width || canvas.height !== fbo.height) {\n canvas.width = fbo.width / 2;\n canvas.height = fbo.height / 2;\n canvas.style.width = '400px';\n canvas.style.height = '400px';\n\n }\n\n // const image = copyTextureToImage(fbo, {targetMaxHeight: 100, targetImage});\n // ctx.drawImage(image, 0, 0);\n\n const color = fbo.device.readPixelsToArrayWebGL(fbo);\n const imageData = ctx.createImageData(fbo.width, fbo.height);\n // Full map\n const offset = 0;\n // if (color.some((v) => v > 0)) {\n // console.error('THERE IS NON-ZERO DATA IN THE FBO!');\n // }\n for (let i = 0; i < color.length; i += 4) {\n imageData.data[offset + i + 0] = color[i + 0] * rgbaScale;\n imageData.data[offset + i + 1] = color[i + 1] * rgbaScale;\n imageData.data[offset + i + 2] = color[i + 2] * rgbaScale;\n imageData.data[offset + i + 3] = opaque ? 255 : color[i + 3] * rgbaScale;\n }\n ctx.putImageData(imageData, 0, 0);\n};"],"mappings":"AAIA,IAAIA,MAAgC,GAAG,IAAI;AAC3C,IAAIC,GAAoC,GAAG,IAAI;AAK/C,OAAO,SAASC,gBAAgBA,CAC9BC,GAA0B,EAAAC,IAAA,EAE1B;EAAA,IADA;IAACC,EAAE;IAAEC,OAAO;IAAEC,MAAM;IAAEC,GAAG,GAAG,GAAG;IAAEC,IAAI,GAAG,GAAG;IAAEC,SAAS,GAAG;EAAqG,CAAC,GAAAN,IAAA;EAE/J,IAAI,CAACJ,MAAM,EAAE;IACXA,MAAM,GAAGW,QAAQ,CAACC,aAAa,CAAC,QAAQ,CAAC;IACzCZ,MAAM,CAACK,EAAE,GAAGA,EAAE;IACdL,MAAM,CAACa,KAAK,GAAGR,EAAE;IACjBL,MAAM,CAACc,KAAK,CAACC,MAAM,GAAG,KAAK;IAC3Bf,MAAM,CAACc,KAAK,CAACE,QAAQ,GAAG,UAAU;IAClChB,MAAM,CAACc,KAAK,CAACN,GAAG,GAAGA,GAAG;IACtBR,MAAM,CAACc,KAAK,CAACL,IAAI,GAAGA,IAAI;IACxBT,MAAM,CAACc,KAAK,CAACG,MAAM,GAAG,gBAAgB;IACtCjB,MAAM,CAACc,KAAK,CAACI,SAAS,GAAG,YAAY;IACrCP,QAAQ,CAACQ,IAAI,CAACC,WAAW,CAACpB,MAAM,CAAC;IAEjCC,GAAG,GAAGD,MAAM,CAACqB,UAAU,CAAC,IAAI,CAAC;EAE/B;EAGA,IAAIrB,MAAM,CAACsB,KAAK,KAAKnB,GAAG,CAACmB,KAAK,IAAItB,MAAM,CAACuB,MAAM,KAAKpB,GAAG,CAACoB,MAAM,EAAE;IAC9DvB,MAAM,CAACsB,KAAK,GAAGnB,GAAG,CAACmB,KAAK,GAAG,CAAC;IAC5BtB,MAAM,CAACuB,MAAM,GAAGpB,GAAG,CAACoB,MAAM,GAAG,CAAC;IAC9BvB,MAAM,CAACc,KAAK,CAACQ,KAAK,GAAG,OAAO;IAC5BtB,MAAM,CAACc,KAAK,CAACS,MAAM,GAAG,OAAO;EAE/B;EAKA,MAAMC,KAAK,GAAGrB,GAAG,CAACsB,MAAM,CAACC,sBAAsB,CAACvB,GAAG,CAAC;EACpD,MAAMwB,SAAS,GAAG1B,GAAG,CAAC2B,eAAe,CAACzB,GAAG,CAACmB,KAAK,EAAEnB,GAAG,CAACoB,MAAM,CAAC;EAE5D,MAAMM,MAAM,GAAG,CAAC;EAIhB,KAAK,IAAIC,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGN,KAAK,CAACO,MAAM,EAAED,CAAC,IAAI,CAAC,EAAE;IACxCH,SAAS,CAACK,IAAI,CAACH,MAAM,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGN,KAAK,CAACM,CAAC,GAAG,CAAC,CAAC,GAAGpB,SAAS;IACzDiB,SAAS,CAACK,IAAI,CAACH,MAAM,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGN,KAAK,CAACM,CAAC,GAAG,CAAC,CAAC,GAAGpB,SAAS;IACzDiB,SAAS,CAACK,IAAI,CAACH,MAAM,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGN,KAAK,CAACM,CAAC,GAAG,CAAC,CAAC,GAAGpB,SAAS;IACzDiB,SAAS,CAACK,IAAI,CAACH,MAAM,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGvB,MAAM,GAAG,GAAG,GAAGiB,KAAK,CAACM,CAAC,GAAG,CAAC,CAAC,GAAGpB,SAAS;EAC1E;EACAT,GAAG,CAACgC,YAAY,CAACN,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC;AACnC;AAAC"}
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- {"version":3,"file":"debug-shader-layout.js","names":["getDebugTableForShaderLayout","layout","name","_layout$varyings","table","header","attributes","length","varyings","attributeDeclaration","glslDeclaration","location","type","stepMode","varyingDeclaration","JSON","stringify","accessor"],"sources":["../../src/debug/debug-shader-layout.ts"],"sourcesContent":["// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderLayout} from '@luma.gl/core';\n\n/**\n * Extracts a table suitable for `console.table()` from a shader layout to assist in debugging.\n * @param layout shader layout\n * @param name app should provide the most meaningful name, usually the model or pipeline name / id.\n * @returns \n */\nexport function getDebugTableForShaderLayout(\n layout: ShaderLayout,\n name: string\n): Record<string, Record<string, string>> {\n const table: Record<string, Record<string, string>> = {};\n\n const header = 'Values'; // '`Shader Layout for ${name}`;\n\n if (layout.attributes.length === 0 && !layout.varyings?.length) {\n return {'No attributes or varyings': {[header]: 'N/A'}};\n }\n\n for (const attributeDeclaration of layout.attributes) {\n if (attributeDeclaration) {\n const glslDeclaration = `${attributeDeclaration.location} ${attributeDeclaration.name}: ${attributeDeclaration.type}`;\n table[`in ${glslDeclaration}`] = {[header]: attributeDeclaration.stepMode || 'vertex'};\n }\n }\n\n for (const varyingDeclaration of layout.varyings || []) {\n const glslDeclaration = `${varyingDeclaration.location} ${varyingDeclaration.name}`;\n table[`out ${glslDeclaration}`] = {[header]: JSON.stringify(varyingDeclaration.accessor)};\n }\n\n return table;\n}\n"],"mappings":"AAYA,OAAO,SAASA,4BAA4BA,CAC1CC,MAAoB,EACpBC,IAAY,EAC4B;EAAA,IAAAC,gBAAA;EACxC,MAAMC,KAA6C,GAAG,CAAC,CAAC;EAExD,MAAMC,MAAM,GAAG,QAAQ;EAEvB,IAAIJ,MAAM,CAACK,UAAU,CAACC,MAAM,KAAK,CAAC,IAAI,GAAAJ,gBAAA,GAACF,MAAM,CAACO,QAAQ,cAAAL,gBAAA,eAAfA,gBAAA,CAAiBI,MAAM,GAAE;IAC9D,OAAO;MAAC,2BAA2B,EAAE;QAAC,CAACF,MAAM,GAAG;MAAK;IAAC,CAAC;EACzD;EAEA,KAAK,MAAMI,oBAAoB,IAAIR,MAAM,CAACK,UAAU,EAAE;IACpD,IAAIG,oBAAoB,EAAE;MACxB,MAAMC,eAAe,GAAI,GAAED,oBAAoB,CAACE,QAAS,IAAGF,oBAAoB,CAACP,IAAK,KAAIO,oBAAoB,CAACG,IAAK,EAAC;MACrHR,KAAK,CAAE,MAAKM,eAAgB,EAAC,CAAC,GAAG;QAAC,CAACL,MAAM,GAAGI,oBAAoB,CAACI,QAAQ,IAAI;MAAQ,CAAC;IACxF;EACF;EAEA,KAAK,MAAMC,kBAAkB,IAAIb,MAAM,CAACO,QAAQ,IAAI,EAAE,EAAE;IACtD,MAAME,eAAe,GAAI,GAAEI,kBAAkB,CAACH,QAAS,IAAGG,kBAAkB,CAACZ,IAAK,EAAC;IACnFE,KAAK,CAAE,OAAMM,eAAgB,EAAC,CAAC,GAAG;MAAC,CAACL,MAAM,GAAGU,IAAI,CAACC,SAAS,CAACF,kBAAkB,CAACG,QAAQ;IAAC,CAAC;EAC3F;EAEA,OAAOb,KAAK;AACd"}
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- {"version":3,"file":"pixel-data-utils.js","names":["flipRows","options","data","width","height","bytesPerPixel","temp","bytesPerRow","tempBuffer","Uint8Array","y","topOffset","bottomOffset","set","subarray","copyWithin","scalePixels","newWidth","Math","round","newHeight","newData","x","c"],"sources":["../../src/debug/pixel-data-utils.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {TypedArray} from '@luma.gl/core';\n\n/**\n * Flip rows (can be used on arrays returned from `Framebuffer.readPixels`)\n * https: *stackoverflow.com/questions/41969562/\n * how-can-i-flip-the-result-of-webglrenderingcontext-readpixels\n * @param param0\n */\nexport function flipRows(options: {\n data: TypedArray;\n width: number;\n height: number;\n bytesPerPixel?: number;\n temp?: Uint8Array;\n}): void {\n const {data, width, height, bytesPerPixel = 4, temp} = options;\n const bytesPerRow = width * bytesPerPixel;\n\n // make a temp buffer to hold one row\n const tempBuffer = temp || new Uint8Array(bytesPerRow);\n for (let y = 0; y < height / 2; ++y) {\n const topOffset = y * bytesPerRow;\n const bottomOffset = (height - y - 1) * bytesPerRow;\n // make copy of a row on the top half\n tempBuffer.set(data.subarray(topOffset, topOffset + bytesPerRow));\n // copy a row from the bottom half to the top\n data.copyWithin(topOffset, bottomOffset, bottomOffset + bytesPerRow);\n // copy the copy of the top half row to the bottom half\n data.set(tempBuffer, bottomOffset);\n }\n}\n\nexport function scalePixels(options: {\n data: TypedArray;\n width: number;\n height: number;\n}): {\n data: Uint8Array;\n width: number;\n height: number;\n} {\n const {data, width, height} = options;\n const newWidth = Math.round(width / 2);\n const newHeight = Math.round(height / 2);\n const newData = new Uint8Array(newWidth * newHeight * 4);\n for (let y = 0; y < newHeight; y++) {\n for (let x = 0; x < newWidth; x++) {\n for (let c = 0; c < 4; c++) {\n newData[(y * newWidth + x) * 4 + c] = data[(y * 2 * width + x * 2) * 4 + c];\n }\n }\n }\n return {data: newData, width: newWidth, height: newHeight};\n}\n"],"mappings":"AAWA,OAAO,SAASA,QAAQA,CAACC,OAMxB,EAAQ;EACP,MAAM;IAACC,IAAI;IAAEC,KAAK;IAAEC,MAAM;IAAEC,aAAa,GAAG,CAAC;IAAEC;EAAI,CAAC,GAAGL,OAAO;EAC9D,MAAMM,WAAW,GAAGJ,KAAK,GAAGE,aAAa;EAGzC,MAAMG,UAAU,GAAGF,IAAI,IAAI,IAAIG,UAAU,CAACF,WAAW,CAAC;EACtD,KAAK,IAAIG,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGN,MAAM,GAAG,CAAC,EAAE,EAAEM,CAAC,EAAE;IACnC,MAAMC,SAAS,GAAGD,CAAC,GAAGH,WAAW;IACjC,MAAMK,YAAY,GAAG,CAACR,MAAM,GAAGM,CAAC,GAAG,CAAC,IAAIH,WAAW;IAEnDC,UAAU,CAACK,GAAG,CAACX,IAAI,CAACY,QAAQ,CAACH,SAAS,EAAEA,SAAS,GAAGJ,WAAW,CAAC,CAAC;IAEjEL,IAAI,CAACa,UAAU,CAACJ,SAAS,EAAEC,YAAY,EAAEA,YAAY,GAAGL,WAAW,CAAC;IAEpEL,IAAI,CAACW,GAAG,CAACL,UAAU,EAAEI,YAAY,CAAC;EACpC;AACF;AAEA,OAAO,SAASI,WAAWA,CAACf,OAI3B,EAIC;EACA,MAAM;IAACC,IAAI;IAAEC,KAAK;IAAEC;EAAM,CAAC,GAAGH,OAAO;EACrC,MAAMgB,QAAQ,GAAGC,IAAI,CAACC,KAAK,CAAChB,KAAK,GAAG,CAAC,CAAC;EACtC,MAAMiB,SAAS,GAAGF,IAAI,CAACC,KAAK,CAACf,MAAM,GAAG,CAAC,CAAC;EACxC,MAAMiB,OAAO,GAAG,IAAIZ,UAAU,CAACQ,QAAQ,GAAGG,SAAS,GAAG,CAAC,CAAC;EACxD,KAAK,IAAIV,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGU,SAAS,EAAEV,CAAC,EAAE,EAAE;IAClC,KAAK,IAAIY,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGL,QAAQ,EAAEK,CAAC,EAAE,EAAE;MACjC,KAAK,IAAIC,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAG,CAAC,EAAEA,CAAC,EAAE,EAAE;QAC1BF,OAAO,CAAC,CAACX,CAAC,GAAGO,QAAQ,GAAGK,CAAC,IAAI,CAAC,GAAGC,CAAC,CAAC,GAAGrB,IAAI,CAAC,CAACQ,CAAC,GAAG,CAAC,GAAGP,KAAK,GAAGmB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAGC,CAAC,CAAC;MAC7E;IACF;EACF;EACA,OAAO;IAACrB,IAAI,EAAEmB,OAAO;IAAElB,KAAK,EAAEc,QAAQ;IAAEb,MAAM,EAAEgB;EAAS,CAAC;AAC5D"}
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- {"version":3,"file":"cone-geometry.js","names":["uid","TruncatedConeGeometry","ConeGeometry","constructor","props","arguments","length","undefined","id","radius","cap","topRadius","topCap","Boolean","bottomCap","bottomRadius"],"sources":["../../src/geometries/cone-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {TruncatedConeGeometry} from './truncated-cone-geometry';\n\nexport type ConeGeometryProps = {\n id?: string;\n radius?: number;\n cap?: boolean;\n};\n\nexport class ConeGeometry extends TruncatedConeGeometry {\n constructor(props: ConeGeometryProps = {}) {\n const {id = uid('cone-geometry'), radius = 1, cap = true} = props;\n super({\n ...props,\n id,\n topRadius: 0,\n topCap: Boolean(cap),\n bottomCap: Boolean(cap),\n bottomRadius: radius\n });\n }\n}\n"],"mappings":"AAAA,SAAQA,GAAG,QAAO,eAAe;AAAC,SAC1BC,qBAAqB;AAQ7B,OAAO,MAAMC,YAAY,SAASD,qBAAqB,CAAC;EACtDE,WAAWA,CAAA,EAAgC;IAAA,IAA/BC,KAAwB,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IACvC,MAAM;MAACG,EAAE,GAAGR,GAAG,CAAC,eAAe,CAAC;MAAES,MAAM,GAAG,CAAC;MAAEC,GAAG,GAAG;IAAI,CAAC,GAAGN,KAAK;IACjE,KAAK,CAAC;MACJ,GAAGA,KAAK;MACRI,EAAE;MACFG,SAAS,EAAE,CAAC;MACZC,MAAM,EAAEC,OAAO,CAACH,GAAG,CAAC;MACpBI,SAAS,EAAED,OAAO,CAACH,GAAG,CAAC;MACvBK,YAAY,EAAEN;IAChB,CAAC,CAAC;EACJ;AACF"}
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- {"version":3,"file":"cube-geometry.js","names":["uid","Geometry","CubeGeometry","constructor","props","arguments","length","undefined","id","indices","topology","size","value","CUBE_INDICES","attributes","ATTRIBUTES","NON_INDEXED_ATTRIBUTES","Uint16Array","CUBE_POSITIONS","Float32Array","CUBE_NORMALS","CUBE_TEX_COORDS","CUBE_NON_INDEXED_POSITIONS","CUBE_NON_INDEXED_TEX_COORDS","CUBE_NON_INDEXED_COLORS","POSITION","NORMAL","TEXCOORD_0","COLOR_0"],"sources":["../../src/geometries/cube-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {Geometry} from '../geometry/geometry';\n// import type {GeometryType} from '../geometry/geometry-type';\n\nexport type CubeGeometryProps = {\n id?: string;\n indices?: boolean;\n attributes?: any;\n};\n\nexport class CubeGeometry extends Geometry {\n constructor(props: CubeGeometryProps = {}) {\n const {id = uid('cube-geometry'), indices = true} = props;\n super(indices ? {\n ...props,\n id,\n topology: 'triangle-list',\n indices: {size: 1, value: CUBE_INDICES},\n attributes: {...ATTRIBUTES, ...props.attributes}\n } : {\n ...props,\n id,\n topology: 'triangle-list',\n indices: undefined,\n attributes: {...NON_INDEXED_ATTRIBUTES, ...props.attributes}\n });\n }\n}\n\n// prettier-ignore\nconst CUBE_INDICES = new Uint16Array([\n 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13,\n 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23\n]);\n\n// prettier-ignore\nconst CUBE_POSITIONS = new Float32Array([\n -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1,\n -1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1,\n -1, 1, -1, -1, 1, 1, 1, 1, 1, 1, 1, -1,\n -1, -1, -1, 1, -1, -1, 1, -1, 1, -1, -1, 1,\n 1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1,\n -1, -1, -1, -1, -1, 1, -1, 1, 1, -1, 1, -1\n]);\n\n// TODO - could be Uint8\n// prettier-ignore\nconst CUBE_NORMALS = new Float32Array([\n // Front face\n 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1,\n // Back face\n 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1,\n // Top face\n 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0,\n // Bottom face\n 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0,\n // Right face\n 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,\n // Left face\n -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0\n]);\n\n// prettier-ignore\nconst CUBE_TEX_COORDS = new Float32Array([\n // Front face\n 0, 0, 1, 0, 1, 1, 0, 1,\n // Back face\n 1, 0, 1, 1, 0, 1, 0, 0,\n // Top face\n 0, 1, 0, 0, 1, 0, 1, 1,\n // Bottom face\n 1, 1, 0, 1, 0, 0, 1, 0,\n // Right face\n 1, 0, 1, 1, 0, 1, 0, 0,\n // Left face\n 0, 0, 1, 0, 1, 1, 0, 1\n]);\n\n// float4 position\n// prettier-ignore\nexport const CUBE_NON_INDEXED_POSITIONS = new Float32Array([\n 1, -1, 1,\n -1, -1, 1,\n -1, -1, -1,\n 1, -1, -1,\n 1, -1, 1,\n -1, -1, -1,\n\n 1, 1, 1,\n 1, -1, 1,\n 1, -1, -1,\n 1, 1, -1,\n 1, 1, 1,\n 1, -1, -1,\n\n -1, 1, 1,\n 1, 1, 1,\n 1, 1, -1,\n -1, 1, -1,\n -1, 1, 1,\n 1, 1, -1,\n\n -1, -1, 1,\n -1, 1, 1,\n -1, 1, -1,\n -1, -1, -1,\n -1, -1, 1,\n -1, 1, -1,\n\n 1, 1, 1,\n -1, 1, 1,\n -1, -1, 1,\n -1, -1, 1,\n 1, -1, 1,\n 1, 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@@ -1 +0,0 @@
1
- {"version":3,"file":"cylinder-geometry.js","names":["uid","TruncatedConeGeometry","CylinderGeometry","constructor","props","arguments","length","undefined","id","radius","bottomRadius","topRadius"],"sources":["../../src/geometries/cylinder-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {TruncatedConeGeometry} from './truncated-cone-geometry';\n\nexport type CylinderGeometryProps = {\n id?: string;\n radius?: number;\n attributes?: any;\n};\n\nexport class CylinderGeometry extends TruncatedConeGeometry {\n constructor(props: CylinderGeometryProps = {}) {\n const {id = uid('cylinder-geometry'), radius = 1} = props;\n super({\n ...props,\n id,\n bottomRadius: radius,\n topRadius: radius\n });\n }\n}\n"],"mappings":"AAAA,SAAQA,GAAG,QAAO,eAAe;AAAC,SAC1BC,qBAAqB;AAQ7B,OAAO,MAAMC,gBAAgB,SAASD,qBAAqB,CAAC;EAC1DE,WAAWA,CAAA,EAAoC;IAAA,IAAnCC,KAA4B,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IAC3C,MAAM;MAACG,EAAE,GAAGR,GAAG,CAAC,mBAAmB,CAAC;MAAES,MAAM,GAAG;IAAC,CAAC,GAAGL,KAAK;IACzD,KAAK,CAAC;MACJ,GAAGA,KAAK;MACRI,EAAE;MACFE,YAAY,EAAED,MAAM;MACpBE,SAAS,EAAEF;IACb,CAAC,CAAC;EACJ;AACF"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"ico-sphere-geometry.js","names":["uid","Vector3","Geometry","ICO_POSITIONS","ICO_INDICES","IcoSphereGeometry","constructor","props","arguments","length","undefined","id","indices","attributes","tesselateIcosaHedron","topology","iterations","PI","Math","PI2","positions","push","getMiddlePoint","pointMemo","i1","i2","mini","maxi","key","x1","y1","z1","x2","y2","z2","xm","ym","zm","len","sqrt","i","indices2","j","a","b","c","normals","Array","texCoords","l","i3","in1","in2","in3","iu1","iu2","iu3","theta1","acos","phi1","atan2","v1","u1","theta2","phi2","v2","u2","x3","y3","z3","theta3","phi3","v3","u3","vec1","vec2","normal","cross","normalize","newIndex","x","y","z","size","value","Uint16Array","POSITION","Float32Array","NORMAL","TEXCOORD_0"],"sources":["../../src/geometries/ico-sphere-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {Vector3} from '@math.gl/core';\nimport {Geometry} from '../geometry/geometry';\n\n/* eslint-disable comma-spacing, max-statements, complexity */\n\nconst ICO_POSITIONS = [-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 1, 0, -1, 0, 1, 0, 0];\nconst ICO_INDICES = [3, 4, 5, 3, 5, 1, 3, 1, 0, 3, 0, 4, 4, 0, 2, 4, 2, 5, 2, 0, 1, 5, 2, 1];\n\nexport type IcoSphereGeometryProps = {\n id?: string;\n radius?: number;\n iterations?: number;\n attributes?: any\n};\n\nexport class IcoSphereGeometry extends Geometry {\n constructor(props: IcoSphereGeometryProps = {}) {\n const {id = uid('ico-sphere-geometry')} = props;\n const {indices, attributes} = tesselateIcosaHedron(props);\n super({\n ...props,\n id,\n topology: 'triangle-list',\n indices,\n attributes: {...attributes, ...props.attributes}\n });\n }\n}\n\nfunction tesselateIcosaHedron(props: IcoSphereGeometryProps) {\n const {iterations = 0} = props;\n\n const PI = Math.PI;\n const PI2 = PI * 2;\n\n const positions = [...ICO_POSITIONS];\n let indices = [...ICO_INDICES];\n\n positions.push();\n indices.push();\n\n const getMiddlePoint = (() => {\n const pointMemo: Record<string, number> = {};\n\n return (i1: number, i2: number) => {\n i1 *= 3;\n i2 *= 3;\n const mini = i1 < i2 ? i1 : i2;\n const maxi = i1 > i2 ? i1 : i2;\n const key = `${mini}|${maxi}`;\n\n if (key in pointMemo) {\n return pointMemo[key];\n }\n\n const x1 = positions[i1];\n const y1 = positions[i1 + 1];\n const z1 = positions[i1 + 2];\n const x2 = positions[i2];\n const y2 = positions[i2 + 1];\n const z2 = positions[i2 + 2];\n let xm = (x1 + x2) / 2;\n let ym = (y1 + y2) / 2;\n let zm = (z1 + z2) / 2;\n const len = Math.sqrt(xm * xm + ym * ym + zm * zm);\n\n xm /= len;\n ym /= len;\n zm /= len;\n\n positions.push(xm, ym, zm);\n\n return (pointMemo[key] = positions.length / 3 - 1);\n };\n })();\n\n for (let i = 0; i < iterations; i++) {\n const indices2: number[] = [];\n for (let j = 0; j < indices.length; j += 3) {\n const a = getMiddlePoint(indices[j + 0], indices[j + 1]);\n const b = getMiddlePoint(indices[j + 1], indices[j + 2]);\n const c = getMiddlePoint(indices[j + 2], indices[j + 0]);\n\n indices2.push(c, indices[j + 0], a, a, indices[j + 1], b, b, indices[j + 2], c, a, b, c);\n }\n indices = indices2;\n }\n\n // Calculate texCoords and normals\n const normals = new Array(positions.length);\n const texCoords = new Array((positions.length / 3) * 2);\n\n const l = indices.length;\n for (let i = l - 3; i >= 0; i -= 3) {\n const i1 = indices[i + 0];\n const i2 = indices[i + 1];\n const i3 = indices[i + 2];\n const in1 = i1 * 3;\n const in2 = i2 * 3;\n const in3 = i3 * 3;\n const iu1 = i1 * 2;\n const iu2 = i2 * 2;\n const iu3 = i3 * 2;\n const x1 = positions[in1 + 0];\n const y1 = positions[in1 + 1];\n const z1 = positions[in1 + 2];\n const theta1 = Math.acos(z1 / Math.sqrt(x1 * x1 + y1 * y1 + z1 * z1));\n const phi1 = Math.atan2(y1, x1) + PI;\n const v1 = theta1 / PI;\n const u1 = 1 - phi1 / PI2;\n const x2 = positions[in2 + 0];\n const y2 = positions[in2 + 1];\n const z2 = positions[in2 + 2];\n const theta2 = Math.acos(z2 / Math.sqrt(x2 * x2 + y2 * y2 + z2 * z2));\n const phi2 = Math.atan2(y2, x2) + PI;\n const v2 = theta2 / PI;\n const u2 = 1 - phi2 / PI2;\n const x3 = positions[in3 + 0];\n const y3 = positions[in3 + 1];\n const z3 = positions[in3 + 2];\n const theta3 = Math.acos(z3 / Math.sqrt(x3 * x3 + y3 * y3 + z3 * z3));\n const phi3 = Math.atan2(y3, x3) + PI;\n const v3 = theta3 / PI;\n const u3 = 1 - phi3 / PI2;\n const vec1 = [x3 - x2, y3 - y2, z3 - z2];\n const vec2 = [x1 - x2, y1 - y2, z1 - z2];\n const normal = new Vector3(vec1).cross(vec2).normalize();\n let newIndex;\n\n if (\n (u1 === 0 || u2 === 0 || u3 === 0) &&\n (u1 === 0 || u1 > 0.5) &&\n (u2 === 0 || u2 > 0.5) &&\n (u3 === 0 || u3 > 0.5)\n ) {\n positions.push(positions[in1 + 0], positions[in1 + 1], positions[in1 + 2]);\n newIndex = positions.length / 3 - 1;\n indices.push(newIndex);\n texCoords[newIndex * 2 + 0] = 1;\n texCoords[newIndex * 2 + 1] = v1;\n normals[newIndex * 3 + 0] = normal.x;\n normals[newIndex * 3 + 1] = normal.y;\n normals[newIndex * 3 + 2] = normal.z;\n\n positions.push(positions[in2 + 0], positions[in2 + 1], positions[in2 + 2]);\n newIndex = positions.length / 3 - 1;\n indices.push(newIndex);\n texCoords[newIndex * 2 + 0] = 1;\n texCoords[newIndex * 2 + 1] = v2;\n normals[newIndex * 3 + 0] = normal.x;\n normals[newIndex * 3 + 1] = normal.y;\n normals[newIndex * 3 + 2] = normal.z;\n\n positions.push(positions[in3 + 0], positions[in3 + 1], positions[in3 + 2]);\n newIndex = positions.length / 3 - 1;\n indices.push(newIndex);\n texCoords[newIndex * 2 + 0] = 1;\n texCoords[newIndex * 2 + 1] = v3;\n normals[newIndex * 3 + 0] = normal.x;\n normals[newIndex * 3 + 1] = normal.y;\n normals[newIndex * 3 + 2] = normal.z;\n }\n\n normals[in1 + 0] = normals[in2 + 0] = normals[in3 + 0] = normal.x;\n normals[in1 + 1] = normals[in2 + 1] = normals[in3 + 1] = normal.y;\n normals[in1 + 2] = normals[in2 + 2] = normals[in3 + 2] = normal.z;\n\n texCoords[iu1 + 0] = u1;\n texCoords[iu1 + 1] = v1;\n\n texCoords[iu2 + 0] = u2;\n texCoords[iu2 + 1] = v2;\n\n texCoords[iu3 + 0] = u3;\n texCoords[iu3 + 1] = v3;\n }\n\n return {\n indices: {size: 1, value: new Uint16Array(indices)},\n attributes: {\n POSITION: {size: 3, value: new Float32Array(positions)},\n NORMAL: {size: 3, value: new Float32Array(normals)},\n TEXCOORD_0: {size: 2, value: new Float32Array(texCoords)}\n }\n 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- {"version":3,"file":"plane-geometry.js","names":["uid","Geometry","unpackIndexedGeometry","PlaneGeometry","constructor","props","arguments","length","undefined","id","indices","attributes","tesselatePlane","topology","type","offset","flipCull","unpack","coords","split","c1len","c2len","subdivisions1","subdivisions2","numVertices","positions","Float32Array","normals","texCoords","i2","i3","z","x","u","v","Error","numVertsAcross","Uint16Array","index","geometry","size","value","POSITION","NORMAL","TEXCOORD_0"],"sources":["../../src/geometries/plane-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {Geometry} from '../geometry/geometry';\nimport {unpackIndexedGeometry} from '../geometry/geometry-utils';\n\nexport type PlaneGeometryProps = {\n id?: string;\n radius?: number;\n attributes?: any\n};\n\n// Primitives inspired by TDL http://code.google.com/p/webglsamples/,\n// copyright 2011 Google Inc. new BSD License\n// (http://www.opensource.org/licenses/bsd-license.php).\nexport class PlaneGeometry extends Geometry {\n constructor(props: PlaneGeometryProps = {}) {\n const {id = uid('plane-geometry')} = props;\n\n const {indices, attributes} = tesselatePlane(props);\n super({\n ...props,\n id,\n topology: 'triangle-list',\n indices,\n attributes: {...attributes, ...props.attributes}\n });\n }\n}\n\n/* eslint-disable complexity, max-statements */\nfunction tesselatePlane(props: any) {\n const {type = 'x,y', offset = 0, flipCull = false, unpack = false} = props;\n\n const coords = type.split(',');\n // width, height\n let c1len = props[`${coords[0]}len`] || 1;\n const c2len = props[`${coords[1]}len`] || 1;\n // subdivisionsWidth, subdivisionsDepth\n const subdivisions1 = props[`n${coords[0]}`] || 1;\n const subdivisions2 = props[`n${coords[1]}`] || 1;\n const numVertices = (subdivisions1 + 1) * (subdivisions2 + 1);\n\n const positions = new Float32Array(numVertices * 3);\n const normals = new Float32Array(numVertices * 3);\n const texCoords = new Float32Array(numVertices * 2);\n\n if (flipCull) {\n c1len = -c1len;\n }\n\n let i2 = 0;\n let i3 = 0;\n for (let z = 0; z <= subdivisions2; z++) {\n for (let x = 0; x <= subdivisions1; x++) {\n const u = x / subdivisions1;\n const v = z / subdivisions2;\n texCoords[i2 + 0] = flipCull ? 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- {"version":3,"file":"sphere-geometry.js","names":["uid","Geometry","SphereGeometry","constructor","props","arguments","length","undefined","id","indices","attributes","tesselateSphere","topology","nlat","nlong","startLat","endLat","Math","PI","latRange","startLong","endLong","longRange","numVertices","radius","n1","n2","n3","u","v","positions","Float32Array","normals","texCoords","IndexType","Uint32Array","Uint16Array","y","x","index","i2","i3","theta","phi","sinTheta","sin","cosTheta","cos","sinPhi","cosPhi","ux","uy","uz","r","numVertsAround","size","value","POSITION","NORMAL","TEXCOORD_0"],"sources":["../../src/geometries/sphere-geometry.ts"],"sourcesContent":["import {uid} from '@luma.gl/core';\nimport {Geometry} from '../geometry/geometry';\n\nexport type SphereGeometryProps = {\n id?: string;\n radius?: number;\n nlat?: number;\n nlong?: number;\n attributes?: any\n};\n\n// Primitives inspired by TDL http://code.google.com/p/webglsamples/,\n// copyright 2011 Google Inc. new BSD License\n// (http://www.opensource.org/licenses/bsd-license.php).\nexport class SphereGeometry extends Geometry {\n constructor(props: SphereGeometryProps = {}) {\n const {id = uid('sphere-geometry')} = props;\n const {indices, attributes} = tesselateSphere(props);\n super({\n ...props,\n id,\n topology: 'triangle-list',\n indices,\n attributes: {...attributes, ...props.attributes}\n });\n }\n}\n\n/* eslint-disable max-statements, complexity */\nfunction tesselateSphere(props: SphereGeometryProps) {\n const {nlat = 10, nlong = 10} = props;\n\n const startLat = 0;\n const endLat = Math.PI;\n const latRange = endLat - startLat;\n const startLong = 0;\n const endLong = 2 * Math.PI;\n const longRange = endLong - startLong;\n const numVertices = (nlat + 1) * (nlong + 1);\n\n const radius = (n1: number, n2: number, n3: number, u: number, v: number) => props.radius || 1;\n\n const positions = new Float32Array(numVertices * 3);\n const normals = new Float32Array(numVertices * 3);\n const texCoords = new Float32Array(numVertices * 2);\n\n const IndexType = numVertices > 0xffff ? Uint32Array : Uint16Array;\n const indices = new IndexType(nlat * nlong * 6);\n\n // Create positions, normals and texCoords\n for (let y = 0; y <= nlat; y++) {\n for (let x = 0; x <= nlong; x++) {\n const u = x / nlong;\n const v = y / nlat;\n\n const index = x + y * (nlong + 1);\n const i2 = index * 2;\n const i3 = index * 3;\n\n const theta = longRange * u;\n const phi = latRange * v;\n const sinTheta = Math.sin(theta);\n const cosTheta = Math.cos(theta);\n const sinPhi = Math.sin(phi);\n const cosPhi = Math.cos(phi);\n const ux = cosTheta * sinPhi;\n const uy = cosPhi;\n const uz = sinTheta * sinPhi;\n\n const r = radius(ux, uy, uz, u, v);\n\n positions[i3 + 0] = r * ux;\n positions[i3 + 1] = r * uy;\n positions[i3 + 2] = r * uz;\n\n normals[i3 + 0] = ux;\n normals[i3 + 1] = uy;\n normals[i3 + 2] = uz;\n\n texCoords[i2 + 0] = u;\n texCoords[i2 + 1] = 1 - v;\n }\n }\n\n // Create indices\n const numVertsAround = nlong + 1;\n for (let x = 0; x < nlong; x++) {\n for (let y = 0; y < nlat; y++) {\n const index = (x * nlat + y) * 6;\n\n indices[index + 0] = y * numVertsAround + x;\n indices[index + 1] = y * numVertsAround + x + 1;\n indices[index + 2] = (y + 1) * numVertsAround + x;\n\n indices[index + 3] = (y + 1) * numVertsAround + x;\n indices[index + 4] = y * numVertsAround + x + 1;\n indices[index + 5] = (y + 1) * numVertsAround + x + 1;\n }\n }\n\n return {\n indices: {size: 1, value: indices},\n attributes: {\n POSITION: {size: 3, value: positions},\n NORMAL: {size: 3, value: normals},\n TEXCOORD_0: {size: 2, value: texCoords}\n }\n };\n}\n"],"mappings":"AAAA,SAAQA,GAAG,QAAO,eAAe;AAAC,SAC1BC,QAAQ;AAahB,OAAO,MAAMC,cAAc,SAASD,QAAQ,CAAC;EAC3CE,WAAWA,CAAA,EAAkC;IAAA,IAAjCC,KAA0B,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IACzC,MAAM;MAACG,EAAE,GAAGR,GAAG,CAAC,iBAAiB;IAAC,CAAC,GAAGI,KAAK;IAC3C,MAAM;MAACK,OAAO;MAAEC;IAAU,CAAC,GAAGC,eAAe,CAACP,KAAK,CAAC;IACpD,KAAK,CAAC;MACJ,GAAGA,KAAK;MACRI,EAAE;MACFI,QAAQ,EAAE,eAAe;MACzBH,OAAO;MACPC,UAAU,EAAE;QAAC,GAAGA,UAAU;QAAE,GAAGN,KAAK,CAACM;MAAU;IACjD,CAAC,CAAC;EACJ;AACF;AAGA,SAASC,eAAeA,CAACP,KAA0B,EAAE;EACnD,MAAM;IAACS,IAAI,GAAG,EAAE;IAAEC,KAAK,GAAG;EAAE,CAAC,GAAGV,KAAK;EAErC,MAAMW,QAAQ,GAAG,CAAC;EAClB,MAAMC,MAAM,GAAGC,IAAI,CAACC,EAAE;EACtB,MAAMC,QAAQ,GAAGH,MAAM,GAAGD,QAAQ;EAClC,MAAMK,SAAS,GAAG,CAAC;EACnB,MAAMC,OAAO,GAAG,CAAC,GAAGJ,IAAI,CAACC,EAAE;EAC3B,MAAMI,SAAS,GAAGD,OAAO,GAAGD,SAAS;EACrC,MAAMG,WAAW,GAAG,CAACV,IAAI,GAAG,CAAC,KAAKC,KAAK,GAAG,CAAC,CAAC;EAE5C,MAAMU,MAAM,GAAGA,CAACC,EAAU,EAAEC,EAAU,EAAEC,EAAU,EAAEC,CAAS,EAAEC,CAAS,KAAKzB,KAAK,CAACoB,MAAM,IAAI,CAAC;EAE9F,MAAMM,SAAS,GAAG,IAAIC,YAAY,CAACR,WAAW,GAAG,CAAC,CAAC;EACnD,MAAMS,OAAO,GAAG,IAAID,YAAY,CAACR,WAAW,GAAG,CAAC,CAAC;EACjD,MAAMU,SAAS,GAAG,IAAIF,YAAY,CAACR,WAAW,GAAG,CAAC,CAAC;EAEnD,MAAMW,SAAS,GAAGX,WAAW,GAAG,MAAM,GAAGY,WAAW,GAAGC,WAAW;EAClE,MAAM3B,OAAO,GAAG,IAAIyB,SAAS,CAACrB,IAAI,GAAGC,KAAK,GAAG,CAAC,CAAC;EAG/C,KAAK,IAAIuB,CAAC,GAAG,CAAC,EAAEA,CAAC,IAAIxB,IAAI,EAAEwB,CAAC,EAAE,EAAE;IAC9B,KAAK,IAAIC,CAAC,GAAG,CAAC,EAAEA,CAAC,IAAIxB,KAAK,EAAEwB,CAAC,EAAE,EAAE;MAC/B,MAAMV,CAAC,GAAGU,CAAC,GAAGxB,KAAK;MACnB,MAAMe,CAAC,GAAGQ,CAAC,GAAGxB,IAAI;MAElB,MAAM0B,KAAK,GAAGD,CAAC,GAAGD,CAAC,IAAIvB,KAAK,GAAG,CAAC,CAAC;MACjC,MAAM0B,EAAE,GAAGD,KAAK,GAAG,CAAC;MACpB,MAAME,EAAE,GAAGF,KAAK,GAAG,CAAC;MAEpB,MAAMG,KAAK,GAAGpB,SAAS,GAAGM,CAAC;MAC3B,MAAMe,GAAG,GAAGxB,QAAQ,GAAGU,CAAC;MACxB,MAAMe,QAAQ,GAAG3B,IAAI,CAAC4B,GAAG,CAACH,KAAK,CAAC;MAChC,MAAMI,QAAQ,GAAG7B,IAAI,CAAC8B,GAAG,CAACL,KAAK,CAAC;MAChC,MAAMM,MAAM,GAAG/B,IAAI,CAAC4B,GAAG,CAACF,GAAG,CAAC;MAC5B,MAAMM,MAAM,GAAGhC,IAAI,CAAC8B,GAAG,CAACJ,GAAG,CAAC;MAC5B,MAAMO,EAAE,GAAGJ,QAAQ,GAAGE,MAAM;MAC5B,MAAMG,EAAE,GAAGF,MAAM;MACjB,MAAMG,EAAE,GAAGR,QAAQ,GAAGI,MAAM;MAE5B,MAAMK,CAAC,GAAG7B,MAAM,CAAC0B,EAAE,EAAEC,EAAE,EAAEC,EAAE,EAAExB,CAAC,EAAEC,CAAC,CAAC;MAElCC,SAAS,CAACW,EAAE,GAAG,CAAC,CAAC,GAAGY,CAAC,GAAGH,EAAE;MAC1BpB,SAAS,CAACW,EAAE,GAAG,CAAC,CAAC,GAAGY,CAAC,GAAGF,EAAE;MAC1BrB,SAAS,CAACW,EAAE,GAAG,CAAC,CAAC,GAAGY,CAAC,GAAGD,EAAE;MAE1BpB,OAAO,CAACS,EAAE,GAAG,CAAC,CAAC,GAAGS,EAAE;MACpBlB,OAAO,CAACS,EAAE,GAAG,CAAC,CAAC,GAAGU,EAAE;MACpBnB,OAAO,CAACS,EAAE,GAAG,CAAC,CAAC,GAAGW,EAAE;MAEpBnB,SAAS,CAACO,EAAE,GAAG,CAAC,CAAC,GAAGZ,CAAC;MACrBK,SAAS,CAACO,EAAE,GAAG,CAAC,CAAC,GAAG,CAAC,GAAGX,CAAC;IAC3B;EACF;EAGA,MAAMyB,cAAc,GAAGxC,KAAK,GAAG,CAAC;EAChC,KAAK,IAAIwB,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGxB,KAAK,EAAEwB,CAAC,EAAE,EAAE;IAC9B,KAAK,IAAID,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGxB,IAAI,EAAEwB,CAAC,EAAE,EAAE;MAC7B,MAAME,KAAK,GAAG,CAACD,CAAC,GAAGzB,IAAI,GAAGwB,CAAC,IAAI,CAAC;MAEhC5B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAGF,CAAC,GAAGiB,cAAc,GAAGhB,CAAC;MAC3C7B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAGF,CAAC,GAAGiB,cAAc,GAAGhB,CAAC,GAAG,CAAC;MAC/C7B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAG,CAACF,CAAC,GAAG,CAAC,IAAIiB,cAAc,GAAGhB,CAAC;MAEjD7B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAG,CAACF,CAAC,GAAG,CAAC,IAAIiB,cAAc,GAAGhB,CAAC;MACjD7B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAGF,CAAC,GAAGiB,cAAc,GAAGhB,CAAC,GAAG,CAAC;MAC/C7B,OAAO,CAAC8B,KAAK,GAAG,CAAC,CAAC,GAAG,CAACF,CAAC,GAAG,CAAC,IAAIiB,cAAc,GAAGhB,CAAC,GAAG,CAAC;IACvD;EACF;EAEA,OAAO;IACL7B,OAAO,EAAE;MAAC8C,IAAI,EAAE,CAAC;MAAEC,KAAK,EAAE/C;IAAO,CAAC;IAClCC,UAAU,EAAE;MACV+C,QAAQ,EAAE;QAACF,IAAI,EAAE,CAAC;QAAEC,KAAK,EAAE1B;MAAS,CAAC;MACrC4B,MAAM,EAAE;QAACH,IAAI,EAAE,CAAC;QAAEC,KAAK,EAAExB;MAAO,CAAC;MACjC2B,UAAU,EAAE;QAACJ,IAAI,EAAE,CAAC;QAAEC,KAAK,EAAEvB;MAAS;IACxC;EACF,CAAC;AACH"}