@luma.gl/engine 9.0.0-beta.4 → 9.0.0-beta.5

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 (78) hide show
  1. package/dist/animation/key-frames.js +54 -54
  2. package/dist/animation/timeline.js +95 -100
  3. package/dist/animation-loop/animation-loop-template.js +17 -5
  4. package/dist/animation-loop/animation-loop.js +425 -356
  5. package/dist/animation-loop/animation-props.js +0 -1
  6. package/dist/animation-loop/make-animation-loop.js +27 -25
  7. package/dist/debug/copy-texture-to-image.js +39 -43
  8. package/dist/debug/debug-framebuffer.js +43 -39
  9. package/dist/debug/debug-shader-layout.js +24 -25
  10. package/dist/debug/pixel-data-utils.js +33 -36
  11. package/dist/dist.dev.js +3784 -8643
  12. package/dist/geometries/cone-geometry.js +12 -18
  13. package/dist/geometries/cube-geometry.js +189 -62
  14. package/dist/geometries/cylinder-geometry.js +10 -15
  15. package/dist/geometries/ico-sphere-geometry.js +142 -161
  16. package/dist/geometries/plane-geometry.js +94 -112
  17. package/dist/geometries/sphere-geometry.js +77 -96
  18. package/dist/geometries/truncated-cone-geometry.js +100 -118
  19. package/dist/geometry/geometry-table.js +0 -1
  20. package/dist/geometry/geometry-utils.js +35 -32
  21. package/dist/geometry/geometry.js +77 -71
  22. package/dist/geometry/gpu-geometry.js +80 -99
  23. package/dist/geometry/gpu-table.js +41 -1
  24. package/dist/index.cjs +80 -127
  25. package/dist/index.cjs.map +7 -0
  26. package/dist/index.js +27 -24
  27. package/dist/lib/clip-space.js +25 -30
  28. package/dist/lib/pipeline-factory.d.ts +1 -5
  29. package/dist/lib/pipeline-factory.d.ts.map +1 -1
  30. package/dist/lib/pipeline-factory.js +61 -68
  31. package/dist/model/model.d.ts +2 -2
  32. package/dist/model/model.d.ts.map +1 -1
  33. package/dist/model/model.js +539 -413
  34. package/dist/scenegraph/group-node.js +69 -84
  35. package/dist/scenegraph/model-node.js +32 -25
  36. package/dist/scenegraph/scenegraph-node.js +136 -124
  37. package/dist/shader-inputs.js +96 -58
  38. package/dist/transform/buffer-transform.js +65 -58
  39. package/dist/transform/texture-transform.d.ts.map +1 -1
  40. package/dist/transform/texture-transform.js +108 -115
  41. package/dist.min.js +2 -272
  42. package/package.json +10 -9
  43. package/src/lib/pipeline-factory.ts +8 -21
  44. package/src/model/model.ts +5 -5
  45. package/src/transform/buffer-transform.ts +3 -3
  46. package/src/transform/texture-transform.ts +0 -2
  47. package/dist/animation/key-frames.js.map +0 -1
  48. package/dist/animation/timeline.js.map +0 -1
  49. package/dist/animation-loop/animation-loop-template.js.map +0 -1
  50. package/dist/animation-loop/animation-loop.js.map +0 -1
  51. package/dist/animation-loop/animation-props.js.map +0 -1
  52. package/dist/animation-loop/make-animation-loop.js.map +0 -1
  53. package/dist/debug/copy-texture-to-image.js.map +0 -1
  54. package/dist/debug/debug-framebuffer.js.map +0 -1
  55. package/dist/debug/debug-shader-layout.js.map +0 -1
  56. package/dist/debug/pixel-data-utils.js.map +0 -1
  57. package/dist/geometries/cone-geometry.js.map +0 -1
  58. package/dist/geometries/cube-geometry.js.map +0 -1
  59. package/dist/geometries/cylinder-geometry.js.map +0 -1
  60. package/dist/geometries/ico-sphere-geometry.js.map +0 -1
  61. package/dist/geometries/plane-geometry.js.map +0 -1
  62. package/dist/geometries/sphere-geometry.js.map +0 -1
  63. package/dist/geometries/truncated-cone-geometry.js.map +0 -1
  64. package/dist/geometry/geometry-table.js.map +0 -1
  65. package/dist/geometry/geometry-utils.js.map +0 -1
  66. package/dist/geometry/geometry.js.map +0 -1
  67. package/dist/geometry/gpu-geometry.js.map +0 -1
  68. package/dist/geometry/gpu-table.js.map +0 -1
  69. package/dist/index.js.map +0 -1
  70. package/dist/lib/clip-space.js.map +0 -1
  71. package/dist/lib/pipeline-factory.js.map +0 -1
  72. package/dist/model/model.js.map +0 -1
  73. package/dist/scenegraph/group-node.js.map +0 -1
  74. package/dist/scenegraph/model-node.js.map +0 -1
  75. package/dist/scenegraph/scenegraph-node.js.map +0 -1
  76. package/dist/shader-inputs.js.map +0 -1
  77. package/dist/transform/buffer-transform.js.map +0 -1
  78. package/dist/transform/texture-transform.js.map +0 -1
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@luma.gl/engine",
3
- "version": "9.0.0-beta.4",
4
- "description": "WebGL2 Components for High Performance Rendering and Computation",
3
+ "version": "9.0.0-beta.5",
4
+ "description": "3D Engine Components for luma.gl",
5
5
  "type": "module",
6
6
  "license": "MIT",
7
7
  "publishConfig": {
@@ -35,17 +35,18 @@
35
35
  ],
36
36
  "sideEffects": false,
37
37
  "scripts": {
38
- "build-bundle": "ocular-bundle ./src/index.ts",
39
- "pre-build": "npm run build-bundle && npm run build-bundle -- --env=dev"
38
+ "build-minified-bundle": "ocular-bundle ./src/index.ts -output=dist/dist.min.js",
39
+ "build-dev-bundle": "ocular-bundle ./src/index.ts -output=dist/dist.dev.js -- --env=dev",
40
+ "prepublishOnly": "npm run build-minified-bundle && npm run build-dev-bundle"
41
+ },
42
+ "peerDependencies": {
43
+ "@luma.gl/core": "^9.0.0-beta.4",
44
+ "@luma.gl/shadertools": "^9.0.0-beta.4"
40
45
  },
41
46
  "dependencies": {
42
- "@babel/runtime": "^7.0.0",
43
- "@luma.gl/constants": "9.0.0-beta.4",
44
- "@luma.gl/core": "9.0.0-beta.4",
45
- "@luma.gl/shadertools": "9.0.0-beta.4",
46
47
  "@math.gl/core": "^4.0.0",
47
48
  "@probe.gl/log": "^4.0.2",
48
49
  "@probe.gl/stats": "^4.0.2"
49
50
  },
50
- "gitHead": "bf6bb45b25d59de5b3d05dab4b2e91ad583059e6"
51
+ "gitHead": "793d3ab42f5a572b6cb603ea78aabaa73a873301"
51
52
  }
@@ -2,22 +2,13 @@
2
2
  import type {RenderPipelineProps} from '@luma.gl/core';
3
3
  import {Device, RenderPipeline} from '@luma.gl/core';
4
4
 
5
- /** Todo - should be same as RenderPipelineProps */
6
- export type PipelineFactoryProps = Omit<RenderPipelineProps, 'vs' | 'fs'> & {
7
- // Only accepts string shaders
8
- vs: string;
9
- fs: string;
10
- };
5
+ export type PipelineFactoryProps = RenderPipelineProps;
11
6
 
12
7
  /**
13
8
  * Efficiently creates / caches pipelines
14
9
  */
15
10
  export class PipelineFactory {
16
- static defaultProps: Required<PipelineFactoryProps> = {
17
- ...RenderPipeline.defaultProps,
18
- vs: undefined!,
19
- fs: undefined!
20
- };
11
+ static defaultProps: Required<PipelineFactoryProps> = {...RenderPipeline.defaultProps};
21
12
 
22
13
  readonly device: Device;
23
14
 
@@ -42,11 +33,7 @@ export class PipelineFactory {
42
33
  const hash = this._hashRenderPipeline({...props});
43
34
 
44
35
  if (!this._pipelineCache[hash]) {
45
- const pipeline = this.device.createRenderPipeline({
46
- ...props,
47
- vs: this.device.createShader({stage: 'vertex', source: props.vs}),
48
- fs: props.fs ? this.device.createShader({stage: 'fragment', source: props.fs}) : null
49
- });
36
+ const pipeline = this.device.createRenderPipeline({...props});
50
37
 
51
38
  pipeline.hash = hash;
52
39
  this._pipelineCache[hash] = pipeline;
@@ -72,25 +59,25 @@ export class PipelineFactory {
72
59
 
73
60
  /** Calculate a hash based on all the inputs for a render pipeline */
74
61
  private _hashRenderPipeline(props: PipelineFactoryProps): string {
75
- const vsHash = this._getHash(props.vs);
76
- const fsHash = props.fs ? this._getHash(props.fs) : 0;
62
+ const vsHash = this._getHash(props.vs.source);
63
+ const fsHash = props.fs ? this._getHash(props.fs.source) : 0;
77
64
 
78
65
  // WebGL specific
79
66
  // const {varyings = [], bufferMode = {}} = props;
80
67
  // const varyingHashes = varyings.map((v) => this._getHash(v));
81
68
  const varyingHash = '-'; // `${varyingHashes.join('/')}B${bufferMode}`
69
+ const bufferLayoutHash = this._getHash(JSON.stringify(props.bufferLayout));
82
70
 
83
71
  switch (this.device.info.type) {
84
72
  case 'webgpu':
85
73
  // On WebGPU we need to rebuild the pipeline if topology, parameters or bufferLayout change
86
74
  const parameterHash = this._getHash(JSON.stringify(props.parameters));
87
- const bufferLayoutHash = this._getHash(JSON.stringify(props.bufferLayout));
88
75
  // TODO - Can json.stringify() generate different strings for equivalent objects if order of params is different?
89
76
  // create a deepHash() to deduplicate?
90
- return `${vsHash}/${fsHash}V${varyingHash}T${props.topology}P${parameterHash}BL${bufferLayoutHash}}`;
77
+ return `${vsHash}/${fsHash}V${varyingHash}T${props.topology}P${parameterHash}BL${bufferLayoutHash}`;
91
78
  default:
92
79
  // WebGL is more dynamic
93
- return `${vsHash}/${fsHash}V${varyingHash}`;
80
+ return `${vsHash}/${fsHash}V${varyingHash}BL${bufferLayoutHash}`;
94
81
  }
95
82
  }
96
83
 
@@ -60,7 +60,7 @@ export type ModelProps = Omit<RenderPipelineProps, 'vs' | 'fs'> & {
60
60
  /** */
61
61
  constantAttributes?: Record<string, TypedArray>;
62
62
 
63
- /** @internal For use with {@link TransformFeedback}, WebGL 2 only. */
63
+ /** @internal For use with {@link TransformFeedback}, WebGL only. */
64
64
  varyings?: string[];
65
65
 
66
66
  transformFeedback?: TransformFeedback;
@@ -269,7 +269,7 @@ export class Model {
269
269
  this.transformFeedback = props.transformFeedback;
270
270
  }
271
271
 
272
- // WebGL1?
272
+ // TODO - restore?
273
273
  // this.setUniforms(this._getModuleUniforms()); // Get all default module uniforms
274
274
 
275
275
  // Catch any access to non-standard props
@@ -497,7 +497,7 @@ export class Model {
497
497
  }
498
498
 
499
499
  /**
500
- * Updates optional transform feedback. WebGL 2 only.
500
+ * Updates optional transform feedback. WebGL only.
501
501
  */
502
502
  setTransformFeedback(transformFeedback: TransformFeedback | null): void {
503
503
  this.transformFeedback = transformFeedback;
@@ -571,7 +571,7 @@ export class Model {
571
571
  `Model ${this.id}: Recreating pipeline because "${this._pipelineNeedsUpdate}".`
572
572
  )();
573
573
  }
574
-
574
+
575
575
  this._pipelineNeedsUpdate = false;
576
576
 
577
577
  const vs = this.device.createShader({
@@ -588,7 +588,7 @@ export class Model {
588
588
  })
589
589
  : null;
590
590
 
591
- this.pipeline = this.device.createRenderPipeline({
591
+ this.pipeline = this.pipelineFactory.createRenderPipeline({
592
592
  ...this.props,
593
593
  bufferLayout: this.bufferLayout,
594
594
  topology: this.topology,
@@ -26,17 +26,17 @@ export class BufferTransform {
26
26
 
27
27
  /** @deprecated Use device feature test. */
28
28
  static isSupported(device: Device): boolean {
29
- return device.features.has('transform-feedback-webgl2');
29
+ return device.features.has('transform-feedback-webgl');
30
30
  }
31
31
 
32
32
  constructor(device: Device, props: BufferTransformProps = Model.defaultProps) {
33
- assert(device.features.has('transform-feedback-webgl2'), 'Device must support transform feedback');
33
+ assert(device.features.has('transform-feedback-webgl'), 'Device must support transform feedback');
34
34
 
35
35
  this.device = device;
36
36
 
37
37
  this.model = new Model(this.device, {
38
38
  id: props.id || 'buffer-transform-model',
39
- fs: props.fs || getPassthroughFS({version: 300}),
39
+ fs: props.fs || getPassthroughFS(),
40
40
  topology: props.topology || 'point-list',
41
41
  ...props,
42
42
  });
@@ -63,7 +63,6 @@ export class TextureTransform {
63
63
  this.model = new Model(this.device, {
64
64
  id: props.id || 'texture-transform-model',
65
65
  fs: props.fs || getPassthroughFS({
66
- version: 300,
67
66
  input: props.targetTextureVarying,
68
67
  inputChannels: props.targetTextureChannels,
69
68
  output: FS_OUTPUT_VARIABLE
@@ -99,7 +98,6 @@ export class TextureTransform {
99
98
  console.warn('TextureTransform#update() not implemented');
100
99
  }
101
100
 
102
-
103
101
  getData({packed = false} = {}) {
104
102
  // TODO(v9): Method should likely be removed for v9. Keeping a method stub
105
103
  // to assist with migrating DeckGL usage.
@@ -1 +0,0 @@
1
- {"version":3,"file":"key-frames.js","names":["KeyFrames","constructor","keyFrames","startIndex","endIndex","factor","times","values","_lastTime","setKeyFrames","setTime","numKeys","length","i","_calculateKeys","time","Math","max","getStartTime","getEndTime","getStartData","getEndData","index","startTime","endTime","min"],"sources":["../../src/animation/key-frames.ts"],"sourcesContent":["// keyframes\nexport type KeyFrame<T> = [number, T];\n\n/** Holds a list of key frames (timestamped values) */\nexport class KeyFrames<T = number> {\n startIndex: number = -1;\n endIndex: number = -1;\n factor: number = 0;\n times: number[] = [];\n values: T[] = [];\n private _lastTime = -1;\n\n constructor(keyFrames: KeyFrame<T>[]) {\n this.setKeyFrames(keyFrames);\n this.setTime(0);\n }\n\n setKeyFrames(keyFrames: KeyFrame<T>[]): void {\n const numKeys = keyFrames.length;\n this.times.length = numKeys;\n this.values.length = numKeys;\n\n for (let i = 0; i < numKeys; ++i) {\n this.times[i] = keyFrames[i][0];\n this.values[i] = keyFrames[i][1];\n }\n\n this._calculateKeys(this._lastTime);\n }\n\n setTime(time: number): void {\n time = Math.max(0, time);\n\n if (time !== this._lastTime) {\n this._calculateKeys(time);\n this._lastTime = time;\n }\n }\n\n getStartTime(): number {\n return this.times[this.startIndex];\n }\n\n getEndTime(): number {\n return this.times[this.endIndex];\n }\n\n getStartData(): T {\n return this.values[this.startIndex];\n }\n\n getEndData(): T {\n return this.values[this.endIndex];\n }\n\n _calculateKeys(time: number): void {\n let index = 0;\n const numKeys = this.times.length;\n\n for (index = 0; index < numKeys - 2; ++index) {\n if (this.times[index + 1] > time) {\n break;\n }\n }\n\n this.startIndex = index;\n this.endIndex = index + 1;\n\n const startTime = this.times[this.startIndex];\n const endTime = this.times[this.endIndex];\n this.factor = Math.min(Math.max(0, (time - startTime) / (endTime - startTime)), 1);\n }\n}\n"],"mappings":"AAIA,OAAO,MAAMA,SAAS,CAAa;EAQjCC,WAAWA,CAACC,SAAwB,EAAE;IAAA,KAPtCC,UAAU,GAAW,CAAC,CAAC;IAAA,KACvBC,QAAQ,GAAW,CAAC,CAAC;IAAA,KACrBC,MAAM,GAAW,CAAC;IAAA,KAClBC,KAAK,GAAa,EAAE;IAAA,KACpBC,MAAM,GAAQ,EAAE;IAAA,KACRC,SAAS,GAAG,CAAC,CAAC;IAGpB,IAAI,CAACC,YAAY,CAACP,SAAS,CAAC;IAC5B,IAAI,CAACQ,OAAO,CAAC,CAAC,CAAC;EACjB;EAEAD,YAAYA,CAACP,SAAwB,EAAQ;IAC3C,MAAMS,OAAO,GAAGT,SAAS,CAACU,MAAM;IAChC,IAAI,CAACN,KAAK,CAACM,MAAM,GAAGD,OAAO;IAC3B,IAAI,CAACJ,MAAM,CAACK,MAAM,GAAGD,OAAO;IAE5B,KAAK,IAAIE,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGF,OAAO,EAAE,EAAEE,CAAC,EAAE;MAChC,IAAI,CAACP,KAAK,CAACO,CAAC,CAAC,GAAGX,SAAS,CAACW,CAAC,CAAC,CAAC,CAAC,CAAC;MAC/B,IAAI,CAACN,MAAM,CAACM,CAAC,CAAC,GAAGX,SAAS,CAACW,CAAC,CAAC,CAAC,CAAC,CAAC;IAClC;IAEA,IAAI,CAACC,cAAc,CAAC,IAAI,CAACN,SAAS,CAAC;EACrC;EAEAE,OAAOA,CAACK,IAAY,EAAQ;IAC1BA,IAAI,GAAGC,IAAI,CAACC,GAAG,CAAC,CAAC,EAAEF,IAAI,CAAC;IAExB,IAAIA,IAAI,KAAK,IAAI,CAACP,SAAS,EAAE;MAC3B,IAAI,CAACM,cAAc,CAACC,IAAI,CAAC;MACzB,IAAI,CAACP,SAAS,GAAGO,IAAI;IACvB;EACF;EAEAG,YAAYA,CAAA,EAAW;IACrB,OAAO,IAAI,CAACZ,KAAK,CAAC,IAAI,CAACH,UAAU,CAAC;EACpC;EAEAgB,UAAUA,CAAA,EAAW;IACnB,OAAO,IAAI,CAACb,KAAK,CAAC,IAAI,CAACF,QAAQ,CAAC;EAClC;EAEAgB,YAAYA,CAAA,EAAM;IAChB,OAAO,IAAI,CAACb,MAAM,CAAC,IAAI,CAACJ,UAAU,CAAC;EACrC;EAEAkB,UAAUA,CAAA,EAAM;IACd,OAAO,IAAI,CAACd,MAAM,CAAC,IAAI,CAACH,QAAQ,CAAC;EACnC;EAEAU,cAAcA,CAACC,IAAY,EAAQ;IACjC,IAAIO,KAAK,GAAG,CAAC;IACb,MAAMX,OAAO,GAAG,IAAI,CAACL,KAAK,CAACM,MAAM;IAEjC,KAAKU,KAAK,GAAG,CAAC,EAAEA,KAAK,GAAGX,OAAO,GAAG,CAAC,EAAE,EAAEW,KAAK,EAAE;MAC5C,IAAI,IAAI,CAAChB,KAAK,CAACgB,KAAK,GAAG,CAAC,CAAC,GAAGP,IAAI,EAAE;QAChC;MACF;IACF;IAEA,IAAI,CAACZ,UAAU,GAAGmB,KAAK;IACvB,IAAI,CAAClB,QAAQ,GAAGkB,KAAK,GAAG,CAAC;IAEzB,MAAMC,SAAS,GAAG,IAAI,CAACjB,KAAK,CAAC,IAAI,CAACH,UAAU,CAAC;IAC7C,MAAMqB,OAAO,GAAG,IAAI,CAAClB,KAAK,CAAC,IAAI,CAACF,QAAQ,CAAC;IACzC,IAAI,CAACC,MAAM,GAAGW,IAAI,CAACS,GAAG,CAACT,IAAI,CAACC,GAAG,CAAC,CAAC,EAAE,CAACF,IAAI,GAAGQ,SAAS,KAAKC,OAAO,GAAGD,SAAS,CAAC,CAAC,EAAE,CAAC,CAAC;EACpF;AACF"}
@@ -1 +0,0 @@
1
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- {"version":3,"file":"animation-loop-template.js","names":["AnimationLoopTemplate","constructor","animationProps","onInitialize"],"sources":["../../src/animation-loop/animation-loop-template.ts"],"sourcesContent":["import type {AnimationProps} from './animation-props';\n\n/**\n * Minimal class that represents a \"componentized\" rendering life cycle\n * (resource construction, repeated rendering, resource destruction)\n * \n * @note A motivation for this class compared to the raw animation loop is \n * that it simplifies TypeScript code by allowing resources to be typed unconditionally \n * since they are allocated in the constructor rather than in onInitialized\n * \n * @note Introduced in luma.gl v9\n * \n * @example AnimationLoopTemplate is intended to be subclassed, \n * but the subclass should not be instantiated directly. Instead the subclass\n * (i.e. the constructor of the subclass) should be used \n * as an argument to create an AnimationLoop.\n */\nexport abstract class AnimationLoopTemplate {\n constructor(animationProps?: AnimationProps) {}\n async onInitialize(animationProps: AnimationProps): Promise<unknown> { return null; }\n abstract onRender(animationProps: AnimationProps): unknown;\n abstract onFinalize(animationProps: AnimationProps): void;\n}\n"],"mappings":"AAiBA,OAAO,MAAeA,qBAAqB,CAAC;EAC1CC,WAAWA,CAACC,cAA+B,EAAE,CAAC;EAC9C,MAAMC,YAAYA,CAACD,cAA8B,EAAoB;IAAE,OAAO,IAAI;EAAE;AAGtF"}
@@ -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 - if provided, width and height will be passed to context\n */\n constructor(props: AnimationLoopProps) {\n this.props = {...DEFAULT_ANIMATION_LOOP_PROPS, ...props};\n props = this.props;\n\n if (!props.device) {\n throw new Error('No device provided');\n }\n\n const {useDevicePixels = true} = this.props;\n\n // state\n this.stats = props.stats || new Stats({id: 'animation-loop-stats'});\n this.cpuTime = this.stats.get('CPU Time');\n this.gpuTime = this.stats.get('GPU Time');\n this.frameRate = this.stats.get('Frame Rate');\n\n this.setProps({\n autoResizeViewport: props.autoResizeViewport,\n autoResizeDrawingBuffer: props.autoResizeDrawingBuffer,\n useDevicePixels\n });\n\n // Bind methods\n this.start = this.start.bind(this);\n this.stop = this.stop.bind(this);\n\n this._onMousemove = this._onMousemove.bind(this);\n this._onMouseleave = this._onMouseleave.bind(this);\n }\n\n destroy(): void {\n this.stop();\n this._setDisplay(null);\n }\n\n /** @deprecated Use .destroy() */\n delete(): void {\n this.destroy();\n }\n\n /** Flags this animation loop as needing redraw */\n setNeedsRedraw(reason: string): this {\n this.needsRedraw = this.needsRedraw || reason;\n return this;\n }\n\n /** TODO - 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 ? 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1
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boolean;\n bottomCap?: boolean;\n height?: number;\n nradial?: number;\n nvertical?: number;\n verticalAxis?: 'x' | 'y' | 'z';\n};\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).\n */\nexport class TruncatedConeGeometry extends Geometry {\n constructor(props: TruncatedConeGeometryProps & {id?: string; attributes?: any} = {}) {\n const {id = uid('truncated-code-geometry')} = props;\n const {indices, attributes} = tesselateTruncatedCone(props);\n super({\n ...props,\n id,\n topology: 'triangle-list',\n indices,\n attributes: {\n POSITION: {size: 3, value: attributes.POSITION},\n NORMAL: {size: 3, value: attributes.NORMAL},\n TEXCOORD_0: {size: 2, value: attributes.TEXCOORD_0},\n ...props.attributes}\n });\n }\n}\n\n/* eslint-disable max-statements, complexity */\nfunction tesselateTruncatedCone(props: TruncatedConeGeometryProps = {}) {\n const {\n bottomRadius = 0,\n topRadius = 0,\n height = 1,\n nradial = 10,\n nvertical = 10,\n verticalAxis = 'y',\n topCap = false,\n bottomCap = false\n } = props;\n\n const extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);\n const numVertices = (nradial + 1) * (nvertical + 1 + extra);\n\n const slant = Math.atan2(bottomRadius - topRadius, height);\n const msin = Math.sin;\n const mcos = Math.cos;\n const mpi = Math.PI;\n const cosSlant = mcos(slant);\n const sinSlant = msin(slant);\n const start = topCap ? -2 : 0;\n const end = nvertical + (bottomCap ? 2 : 0);\n const vertsAroundEdge = nradial + 1;\n\n const indices = new Uint16Array(nradial * (nvertical + extra) * 6);\n const indexOffset = INDEX_OFFSETS[verticalAxis];\n\n const positions = new Float32Array(numVertices * 3);\n const normals = new Float32Array(numVertices * 3);\n const texCoords = new Float32Array(numVertices * 2);\n\n let i3 = 0;\n let i2 = 0;\n for (let i = start; i <= end; i++) {\n let v = i / nvertical;\n let y = height * v;\n let ringRadius;\n\n if (i < 0) {\n y = 0;\n v = 1;\n ringRadius = bottomRadius;\n } else if (i > nvertical) {\n y = height;\n v = 1;\n ringRadius = topRadius;\n } else {\n ringRadius = bottomRadius + (topRadius - bottomRadius) * (i / nvertical);\n }\n if (i === -2 || i === nvertical + 2) {\n ringRadius = 0;\n v = 0;\n }\n y -= height / 2;\n for (let j = 0; j < vertsAroundEdge; j++) {\n const sin = msin((j * mpi * 2) / nradial);\n const cos = mcos((j * mpi * 2) / nradial);\n\n positions[i3 + indexOffset[0]] = sin * ringRadius;\n positions[i3 + indexOffset[1]] = y;\n positions[i3 + indexOffset[2]] = cos * ringRadius;\n\n normals[i3 + indexOffset[0]] = i < 0 || i > nvertical ? 0 : sin * cosSlant;\n normals[i3 + indexOffset[1]] = i < 0 ? -1 : i > nvertical ? 1 : sinSlant;\n normals[i3 + indexOffset[2]] = i < 0 || i > nvertical ? 0 : cos * cosSlant;\n\n texCoords[i2 + 0] = j / nradial;\n texCoords[i2 + 1] = v;\n\n i2 += 2;\n i3 += 3;\n }\n }\n\n for (let i = 0; i < nvertical + extra; i++) {\n for (let j = 0; j < nradial; j++) {\n const index = (i * nradial + j) * 6;\n indices[index + 0] = vertsAroundEdge * (i + 0) + 0 + j;\n indices[index + 1] = vertsAroundEdge * (i + 0) + 1 + j;\n indices[index + 2] = vertsAroundEdge * (i + 1) + 1 + j;\n indices[index + 3] = vertsAroundEdge * (i + 0) + 0 + j;\n indices[index + 4] = vertsAroundEdge * (i + 1) + 1 + j;\n indices[index + 5] = vertsAroundEdge * (i + 1) + 0 + j;\n }\n }\n\n return {\n indices,\n attributes: {\n POSITION: positions,\n NORMAL: normals,\n TEXCOORD_0: texCoords\n }\n 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