@luma.gl/engine 9.0.8 → 9.0.10

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package/dist/dist.dev.js CHANGED
@@ -6992,10 +6992,12 @@ void main() {
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  /** Buffer layout */
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  bufferLayout;
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  // Dynamic properties
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+ /** Use instanced rendering */
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+ isInstanced = void 0;
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+ /** instance count. `undefined` means not instanced */
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+ instanceCount = 0;
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  /** Vertex count */
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  vertexCount;
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- /** instance count */
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- instanceCount = 0;
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  /** Index buffer */
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  indexBuffer = null;
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  /** Buffer-valued attributes */
@@ -7077,12 +7079,15 @@ void main() {
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  if (this._gpuGeometry) {
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  this._setGeometryAttributes(this._gpuGeometry);
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  }
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- if (props.vertexCount) {
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- this.setVertexCount(props.vertexCount);
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+ if (props.isInstanced) {
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+ this.isInstanced = props.isInstanced;
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  }
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  if (props.instanceCount) {
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  this.setInstanceCount(props.instanceCount);
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  }
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+ if (props.vertexCount) {
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+ this.setVertexCount(props.vertexCount);
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+ }
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  if (props.indexBuffer) {
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  this.setIndexBuffer(props.indexBuffer);
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  }
@@ -7151,6 +7156,7 @@ void main() {
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  drawSuccess = this.pipeline.draw({
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  renderPass,
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  vertexArray: this.vertexArray,
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+ isInstanced: this.isInstanced,
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  vertexCount: this.vertexCount,
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  instanceCount: this.instanceCount,
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  indexCount,
@@ -7228,22 +7234,26 @@ void main() {
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  }
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  }
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  // Update dynamic fields
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- /**
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- * Updates the vertex count (used in draw calls)
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- * @note Any attributes with stepMode=vertex need to be at least this big
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- */
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- setVertexCount(vertexCount) {
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- this.vertexCount = vertexCount;
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- this.setNeedsRedraw("vertexCount");
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- }
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  /**
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  * Updates the instance count (used in draw calls)
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  * @note Any attributes with stepMode=instance need to be at least this big
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  */
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  setInstanceCount(instanceCount) {
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  this.instanceCount = instanceCount;
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+ if (this.isInstanced === void 0 && instanceCount > 0) {
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+ this.isInstanced = true;
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+ }
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  this.setNeedsRedraw("instanceCount");
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  }
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+ /**
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+ * Updates the vertex count (used in draw calls)
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+ * @note Any attributes with stepMode=vertex need to be at least this big
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+ */
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+ setVertexCount(vertexCount) {
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+ this.vertexCount = vertexCount;
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+ this.setNeedsRedraw("vertexCount");
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+ }
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+ /** Set the shader inputs */
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  setShaderInputs(shaderInputs) {
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  this.shaderInputs = shaderInputs;
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  this._uniformStore = new import_core10.UniformStore(this.shaderInputs.modules);
@@ -7253,6 +7263,7 @@ void main() {
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  }
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  this.setNeedsRedraw("shaderInputs");
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  }
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+ /** Update uniform buffers from the model's shader inputs */
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  updateShaderInputs() {
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  this._uniformStore.setUniforms(this.shaderInputs.getUniformValues());
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  this.setNeedsRedraw("shaderInputs");
@@ -7352,7 +7363,6 @@ void main() {
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  * @deprecated Updates shader module settings (which results in uniforms being set)
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  */
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  updateModuleSettings(props) {
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- import_core11.log.warn("Model.updateModuleSettings is deprecated. Use Model.shaderInputs.setProps()")();
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  const { bindings, uniforms } = (0, import_core11.splitUniformsAndBindings)(this._getModuleUniforms(props));
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  Object.assign(this.bindings, bindings);
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  Object.assign(this.uniforms, uniforms);
@@ -7533,6 +7543,9 @@ void main() {
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  attributes: {},
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  constantAttributes: {},
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  varyings: [],
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+ isInstanced: void 0,
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+ instanceCount: 0,
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+ vertexCount: 0,
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  shaderInputs: void 0,
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  pipelineFactory: void 0,
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  shaderFactory: void 0,