@luma.gl/gltf 9.0.0-alpha.54 → 9.0.0-beta.10

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Files changed (38) hide show
  1. package/dist/dist.dev.js +3643 -15000
  2. package/dist/dist.min.js +393 -0
  3. package/dist/gltf/create-gltf-model.d.ts +1 -1
  4. package/dist/gltf/create-gltf-model.d.ts.map +1 -1
  5. package/dist/gltf/create-gltf-model.js +34 -51
  6. package/dist/gltf/create-gltf-objects.d.ts +2 -2
  7. package/dist/gltf/create-gltf-objects.d.ts.map +1 -1
  8. package/dist/gltf/create-gltf-objects.js +4 -8
  9. package/dist/gltf/gltf-animator.d.ts.map +1 -1
  10. package/dist/gltf/gltf-animator.js +167 -202
  11. package/dist/gltf/gltf-instantiator.d.ts +3 -4
  12. package/dist/gltf/gltf-instantiator.d.ts.map +1 -1
  13. package/dist/gltf/gltf-instantiator.js +170 -161
  14. package/dist/index.cjs +62 -63
  15. package/dist/index.cjs.map +7 -0
  16. package/dist/index.d.ts +6 -6
  17. package/dist/index.d.ts.map +1 -1
  18. package/dist/index.js +2 -1
  19. package/dist/pbr/parse-pbr-material.d.ts +1 -1
  20. package/dist/pbr/parse-pbr-material.d.ts.map +1 -1
  21. package/dist/pbr/parse-pbr-material.js +320 -135
  22. package/dist/pbr/pbr-environment.d.ts.map +1 -1
  23. package/dist/pbr/pbr-environment.js +56 -59
  24. package/dist.min.js +4 -1215
  25. package/package.json +14 -15
  26. package/src/gltf/create-gltf-model.ts +4 -4
  27. package/src/gltf/gltf-animator.ts +3 -3
  28. package/src/gltf/gltf-instantiator.ts +45 -30
  29. package/src/index.ts +0 -1
  30. package/src/pbr/parse-pbr-material.ts +15 -12
  31. package/src/pbr/pbr-environment.ts +18 -11
  32. package/dist/gltf/create-gltf-model.js.map +0 -1
  33. package/dist/gltf/create-gltf-objects.js.map +0 -1
  34. package/dist/gltf/gltf-animator.js.map +0 -1
  35. package/dist/gltf/gltf-instantiator.js.map +0 -1
  36. package/dist/index.js.map +0 -1
  37. package/dist/pbr/parse-pbr-material.js.map +0 -1
  38. package/dist/pbr/pbr-environment.js.map +0 -1
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+ {
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+ "version": 3,
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+ "sources": ["index.js", "pbr/parse-pbr-material.js", "pbr/pbr-environment.js", "gltf/gltf-instantiator.js", "gltf/gltf-animator.js", "gltf/create-gltf-model.js", "gltf/create-gltf-objects.js"],
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+ "sourcesContent": ["// luma.gl, MIT license\nexport { parsePBRMaterial } from \"./pbr/parse-pbr-material.js\";\nexport { loadPBREnvironment } from \"./pbr/pbr-environment.js\";\n// glTF Scenegraph Instantiator\nexport { createScenegraphsFromGLTF } from \"./gltf/create-gltf-objects.js\";\nexport { GLTFAnimator } from \"./gltf/gltf-animator.js\";\n", "import { log } from '@luma.gl/core';\n// NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from\n// `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid\n// conflicts with the `babel-plugin-inline-webgl-constants` plugin.\nvar GLEnum;\n(function (GLEnum) {\n GLEnum[GLEnum[\"FUNC_ADD\"] = 32774] = \"FUNC_ADD\";\n GLEnum[GLEnum[\"ONE\"] = 1] = \"ONE\";\n GLEnum[GLEnum[\"SRC_ALPHA\"] = 770] = \"SRC_ALPHA\";\n GLEnum[GLEnum[\"ONE_MINUS_SRC_ALPHA\"] = 771] = \"ONE_MINUS_SRC_ALPHA\";\n GLEnum[GLEnum[\"TEXTURE_MIN_FILTER\"] = 10241] = \"TEXTURE_MIN_FILTER\";\n GLEnum[GLEnum[\"LINEAR\"] = 9729] = \"LINEAR\";\n GLEnum[GLEnum[\"LINEAR_MIPMAP_NEAREST\"] = 9985] = \"LINEAR_MIPMAP_NEAREST\";\n GLEnum[GLEnum[\"UNPACK_FLIP_Y_WEBGL\"] = 37440] = \"UNPACK_FLIP_Y_WEBGL\";\n})(GLEnum || (GLEnum = {}));\n/**\n * Parses a GLTF material definition into uniforms and parameters for the PBR shader module\n */\nexport function parsePBRMaterial(device, material, attributes, options) {\n const parsedMaterial = {\n defines: {\n // TODO: Use EXT_sRGB if available (Standard in WebGL 2.0)\n MANUAL_SRGB: 1,\n SRGB_FAST_APPROXIMATION: 1\n },\n bindings: {},\n uniforms: {\n // TODO: find better values?\n u_Camera: [0, 0, 0], // Model should override\n u_MetallicRoughnessValues: [1, 1] // Default is 1 and 1\n },\n parameters: {},\n glParameters: {},\n generatedTextures: []\n };\n // TODO - always available\n parsedMaterial.defines.USE_TEX_LOD = 1;\n const { imageBasedLightingEnvironment } = options;\n if (imageBasedLightingEnvironment) {\n parsedMaterial.bindings.u_DiffuseEnvSampler = imageBasedLightingEnvironment.diffuseEnvSampler;\n parsedMaterial.bindings.u_SpecularEnvSampler = imageBasedLightingEnvironment.specularEnvSampler;\n parsedMaterial.bindings.u_brdfLUT = imageBasedLightingEnvironment.brdfLutTexture;\n parsedMaterial.uniforms.u_ScaleIBLAmbient = [1, 1];\n }\n if (options?.pbrDebug) {\n parsedMaterial.defines.PBR_DEBUG = 1;\n // Override final color for reference app visualization of various parameters in the lighting equation.\n parsedMaterial.uniforms.u_ScaleDiffBaseMR = [0, 0, 0, 0];\n parsedMaterial.uniforms.u_ScaleFGDSpec = [0, 0, 0, 0];\n }\n if (attributes.NORMAL)\n parsedMaterial.defines.HAS_NORMALS = 1;\n if (attributes.TANGENT && options?.useTangents)\n parsedMaterial.defines.HAS_TANGENTS = 1;\n if (attributes.TEXCOORD_0)\n parsedMaterial.defines.HAS_UV = 1;\n if (options?.imageBasedLightingEnvironment)\n parsedMaterial.defines.USE_IBL = 1;\n if (options?.lights)\n parsedMaterial.defines.USE_LIGHTS = 1;\n if (material) {\n parseMaterial(device, material, parsedMaterial);\n }\n return parsedMaterial;\n}\n/** Parse GLTF material record */\nfunction parseMaterial(device, material, parsedMaterial) {\n parsedMaterial.uniforms.pbr_uUnlit = Boolean(material.unlit);\n if (material.pbrMetallicRoughness) {\n parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);\n }\n if (material.normalTexture) {\n addTexture(device, material.normalTexture, 'u_NormalSampler', 'HAS_NORMALMAP', parsedMaterial);\n const { scale = 1 } = material.normalTexture;\n parsedMaterial.uniforms.u_NormalScale = scale;\n }\n if (material.occlusionTexture) {\n addTexture(device, material.occlusionTexture, 'u_OcclusionSampler', 'HAS_OCCLUSIONMAP', parsedMaterial);\n const { strength = 1 } = material.occlusionTexture;\n parsedMaterial.uniforms.u_OcclusionStrength = strength;\n }\n if (material.emissiveTexture) {\n addTexture(device, material.emissiveTexture, 'u_EmissiveSampler', 'HAS_EMISSIVEMAP', parsedMaterial);\n parsedMaterial.uniforms.u_EmissiveFactor = material.emissiveFactor || [0, 0, 0];\n }\n switch (material.alphaMode) {\n case 'MASK':\n const { alphaCutoff = 0.5 } = material;\n parsedMaterial.defines.ALPHA_CUTOFF = 1;\n parsedMaterial.uniforms.u_AlphaCutoff = alphaCutoff;\n break;\n case 'BLEND':\n log.warn('glTF BLEND alphaMode might not work well because it requires mesh sorting')();\n // WebGPU style parameters\n parsedMaterial.parameters.blendColorOperation = 'add';\n parsedMaterial.parameters.blendColorSrcFactor = 'src-alpha';\n parsedMaterial.parameters.blendColorDstFactor = 'one-minus-src-alpha';\n parsedMaterial.parameters.blendAlphaOperation = 'add';\n parsedMaterial.parameters.blendAlphaSrcFactor = 'one';\n parsedMaterial.parameters.blendAlphaDstFactor = 'one-minus-src-alpha';\n // GL parameters\n parsedMaterial.glParameters.blend = true;\n parsedMaterial.glParameters.blendEquation = GLEnum.FUNC_ADD;\n parsedMaterial.glParameters.blendFunc = [\n GLEnum.SRC_ALPHA,\n GLEnum.ONE_MINUS_SRC_ALPHA,\n GLEnum.ONE,\n GLEnum.ONE_MINUS_SRC_ALPHA\n ];\n break;\n }\n}\n/** Parse GLTF material sub record */\nfunction parsePbrMetallicRoughness(device, pbrMetallicRoughness, parsedMaterial) {\n if (pbrMetallicRoughness.baseColorTexture) {\n addTexture(device, pbrMetallicRoughness.baseColorTexture, 'u_BaseColorSampler', 'HAS_BASECOLORMAP', parsedMaterial);\n }\n parsedMaterial.uniforms.u_BaseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];\n if (pbrMetallicRoughness.metallicRoughnessTexture) {\n addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, 'u_MetallicRoughnessSampler', 'HAS_METALROUGHNESSMAP', parsedMaterial);\n }\n const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;\n parsedMaterial.uniforms.u_MetallicRoughnessValues = [metallicFactor, roughnessFactor];\n}\n/** Create a texture from a glTF texture/sampler/image combo and add it to bindings */\nfunction addTexture(device, gltfTexture, uniformName, define = null, parsedMaterial) {\n const parameters = gltfTexture?.texture?.sampler?.parameters || {};\n const image = gltfTexture.texture.source.image;\n let textureOptions;\n let specialTextureParameters = {};\n if (image.compressed) {\n textureOptions = image;\n specialTextureParameters = {\n [GLEnum.TEXTURE_MIN_FILTER]: image.data.length > 1 ? GLEnum.LINEAR_MIPMAP_NEAREST : GLEnum.LINEAR\n };\n }\n else {\n // Texture2D accepts a promise that returns an image as data (Async Textures)\n textureOptions = { data: image };\n }\n const texture = device.createTexture({\n id: gltfTexture.uniformName || gltfTexture.id,\n parameters: {\n ...parameters,\n ...specialTextureParameters\n },\n pixelStore: {\n [GLEnum.UNPACK_FLIP_Y_WEBGL]: false\n },\n ...textureOptions\n });\n parsedMaterial.bindings[uniformName] = texture;\n if (define)\n parsedMaterial.defines[define] = 1;\n parsedMaterial.generatedTextures.push(texture);\n}\n/*\n/**\n * Parses a GLTF material definition into uniforms and parameters for the PBR shader module\n *\nexport class PBRMaterialParser {\n readonly device: Device;\n\n readonly defines: Record<string, number | boolean>;\n readonly bindings: Record<string, Binding>;\n readonly uniforms: Record<string, any>;\n readonly parameters: Record<string, any>;\n\n /** Hold on to generated textures, we destroy them in the destroy method *\n readonly generatedTextures: Texture[];\n\n constructor(device: Device, props: PBRMaterialParserProps) {\n const {attributes, material, pbrDebug, imageBasedLightingEnvironment, lights, useTangents} =\n props;\n this.device = device;\n\n this.defines = {\n // TODO: Use EXT_sRGB if available (Standard in WebGL 2.0)\n MANUAL_SRGB: 1,\n SRGB_FAST_APPROXIMATION: 1\n };\n\n if (this.device.features.has('glsl-texture-lod')) {\n this.defines.USE_TEX_LOD = 1;\n }\n\n this.uniforms = {\n // TODO: find better values?\n u_Camera: [0, 0, 0], // Model should override\n\n u_MetallicRoughnessValues: [1, 1] // Default is 1 and 1\n };\n\n this.bindings = {};\n\n this.parameters = {};\n this.generatedTextures = [];\n\n if (imageBasedLightingEnvironment) {\n this.bindings.u_DiffuseEnvSampler = imageBasedLightingEnvironment.getDiffuseEnvSampler();\n this.bindings.u_SpecularEnvSampler = imageBasedLightingEnvironment.getSpecularEnvSampler();\n this.bindings.u_brdfLUT = imageBasedLightingEnvironment.getBrdfTexture();\n this.uniforms.u_ScaleIBLAmbient = [1, 1];\n }\n\n if (pbrDebug) {\n // Override final color for reference app visualization\n // of various parameters in the lighting equation.\n this.uniforms.u_ScaleDiffBaseMR = [0, 0, 0, 0];\n this.uniforms.u_ScaleFGDSpec = [0, 0, 0, 0];\n }\n\n this.defineIfPresent(attributes.NORMAL, 'HAS_NORMALS');\n this.defineIfPresent(attributes.TANGENT && useTangents, 'HAS_TANGENTS');\n this.defineIfPresent(attributes.TEXCOORD_0, 'HAS_UV');\n\n this.defineIfPresent(imageBasedLightingEnvironment, 'USE_IBL');\n this.defineIfPresent(lights, 'USE_LIGHTS');\n this.defineIfPresent(pbrDebug, 'PBR_DEBUG');\n\n if (material) {\n this.parseMaterial(material);\n }\n }\n\n /**\n * Destroy all generated resources to release memory.\n *\n destroy(): void {\n this.generatedTextures.forEach(texture => texture.destroy());\n }\n\n /** Add a define if the the value is non-nullish *\n defineIfPresent(value: unknown, name: string): void {\n if (value) {\n this.defines[name] = 1;\n }\n }\n\n /** Parse GLTF material record *\n parseMaterial(material) {\n this.uniforms.pbr_uUnlit = Boolean(material.unlit);\n\n if (material.pbrMetallicRoughness) {\n this.parsePbrMetallicRoughness(material.pbrMetallicRoughness);\n }\n if (material.normalTexture) {\n this.addTexture(material.normalTexture, 'u_NormalSampler', 'HAS_NORMALMAP');\n\n const {scale = 1} = material.normalTexture;\n this.uniforms.u_NormalScale = scale;\n }\n if (material.occlusionTexture) {\n this.addTexture(material.occlusionTexture, 'u_OcclusionSampler', 'HAS_OCCLUSIONMAP');\n\n const {strength = 1} = material.occlusionTexture;\n this.uniforms.u_OcclusionStrength = strength;\n }\n if (material.emissiveTexture) {\n this.addTexture(material.emissiveTexture, 'u_EmissiveSampler', 'HAS_EMISSIVEMAP');\n this.uniforms.u_EmissiveFactor = material.emissiveFactor || [0, 0, 0];\n }\n if (material.alphaMode === 'MASK') {\n const {alphaCutoff = 0.5} = material;\n this.defines.ALPHA_CUTOFF = 1;\n this.uniforms.u_AlphaCutoff = alphaCutoff;\n } else if (material.alphaMode === 'BLEND') {\n log.warn('BLEND alphaMode might not work well because it requires mesh sorting')();\n Object.assign(this.parameters, {\n blend: true,\n blendEquation: GL.FUNC_ADD,\n blendFunc: [GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.ONE, GL.ONE_MINUS_SRC_ALPHA]\n });\n }\n }\n\n /** Parse GLTF material sub record *\n parsePbrMetallicRoughness(pbrMetallicRoughness) {\n if (pbrMetallicRoughness.baseColorTexture) {\n this.addTexture(\n pbrMetallicRoughness.baseColorTexture,\n 'u_BaseColorSampler',\n 'HAS_BASECOLORMAP'\n );\n }\n this.uniforms.u_BaseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];\n\n if (pbrMetallicRoughness.metallicRoughnessTexture) {\n this.addTexture(\n pbrMetallicRoughness.metallicRoughnessTexture,\n 'u_MetallicRoughnessSampler',\n 'HAS_METALROUGHNESSMAP'\n );\n }\n const {metallicFactor = 1, roughnessFactor = 1} = pbrMetallicRoughness;\n this.uniforms.u_MetallicRoughnessValues = [metallicFactor, roughnessFactor];\n }\n\n /** Create a texture from a glTF texture/sampler/image combo and add it to bindings *\n addTexture(gltfTexture, name, define = null) {\n const parameters = gltfTexture?.texture?.sampler?.parameters || {};\n\n const image = gltfTexture.texture.source.image;\n let textureOptions;\n let specialTextureParameters = {};\n if (image.compressed) {\n textureOptions = image;\n specialTextureParameters = {\n [GL.TEXTURE_MIN_FILTER]: image.data.length > 1 ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR\n };\n } else {\n // Texture2D accepts a promise that returns an image as data (Async Textures)\n textureOptions = {data: image};\n }\n\n const texture: Texture = this.device.createTexture({\n id: gltfTexture.name || gltfTexture.id,\n parameters: {\n ...parameters,\n ...specialTextureParameters\n },\n pixelStore: {\n [GL.UNPACK_FLIP_Y_WEBGL]: false\n },\n ...textureOptions\n });\n this.bindings[name] = texture;\n this.defineIfPresent(define, define);\n this.generatedTextures.push(texture);\n }\n}\n*/\n", "import { loadImageTexture } from '@loaders.gl/textures';\n/** Loads textures for PBR environment */\nexport function loadPBREnvironment(device, props) {\n const brdfLutTexture = device.createTexture({\n id: 'brdfLUT',\n sampler: {\n wrapS: 'clamp-to-edge',\n wrapT: 'clamp-to-edge',\n minFilter: 'linear',\n maxFilter: 'linear'\n },\n // Texture accepts a promise that returns an image as data (Async Textures)\n data: loadImageTexture(props.brdfLutUrl)\n });\n const diffuseEnvSampler = makeCube(device, {\n id: 'DiffuseEnvSampler',\n getTextureForFace: dir => loadImageTexture(props.getTexUrl('diffuse', dir, 0)),\n sampler: {\n wrapS: 'clamp-to-edge',\n wrapT: 'clamp-to-edge',\n minFilter: 'linear',\n maxFilter: 'linear'\n }\n });\n const specularEnvSampler = makeCube(device, {\n id: 'SpecularEnvSampler',\n getTextureForFace: (dir) => {\n const imageArray = [];\n for (let lod = 0; lod <= props.specularMipLevels - 1; lod++) {\n imageArray.push(loadImageTexture(props.getTexUrl('specular', dir, lod)));\n }\n return imageArray;\n },\n sampler: {\n wrapS: 'clamp-to-edge',\n wrapT: 'clamp-to-edge',\n minFilter: 'linear', // [GL.TEXTURE_MIN_FILTER]: GL.LINEAR_MIPMAP_LINEAR,\n maxFilter: 'linear'\n }\n });\n return {\n brdfLutTexture,\n diffuseEnvSampler,\n specularEnvSampler\n };\n}\n// TODO put somewhere common\nconst FACES = [0, 1, 2, 3, 4, 5];\nfunction makeCube(device, { id, getTextureForFace, sampler }) {\n const data = {};\n FACES.forEach(face => {\n data[String(face)] = getTextureForFace(face);\n });\n return device.createTexture({\n id,\n dimension: 'cube',\n mipmaps: false,\n sampler,\n data\n });\n}\n", "import { Geometry, GroupNode } from '@luma.gl/engine';\nimport { Matrix4 } from '@math.gl/core';\nimport { GLTFAnimator } from \"./gltf-animator.js\";\nimport { createGLTFModel } from \"./create-gltf-model.js\";\nconst DEFAULT_OPTIONS = {\n modelOptions: {},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n};\n/**\n * GLTF instantiator for luma.gl\n * Walks the parsed and resolved glTF structure and builds a luma.gl scenegraph\n */\nexport class GLTFInstantiator {\n device;\n options;\n gltf;\n constructor(device, options = {}) {\n this.device = device;\n this.options = { ...DEFAULT_OPTIONS, ...options };\n }\n instantiate(gltf) {\n this.gltf = gltf;\n const scenes = (gltf.scenes || []).map(scene => this.createScene(scene));\n return scenes;\n }\n createAnimator() {\n if (Array.isArray(this.gltf.animations)) {\n return new GLTFAnimator(this.gltf);\n }\n return null;\n }\n createScene(gltfScene) {\n const gltfNodes = gltfScene.nodes || [];\n const nodes = gltfNodes.map(node => this.createNode(node));\n const scene = new GroupNode({\n id: gltfScene.name || gltfScene.id,\n children: nodes\n });\n return scene;\n }\n createNode(gltfNode) {\n if (!gltfNode._node) {\n const gltfChildren = gltfNode.children || [];\n const children = gltfChildren.map(child => this.createNode(child));\n // Node can have children nodes and meshes at the same time\n if (gltfNode.mesh) {\n children.push(this.createMesh(gltfNode.mesh));\n }\n const node = new GroupNode({\n id: gltfNode.name || gltfNode.id,\n children\n });\n if (gltfNode.matrix) {\n node.setMatrix(gltfNode.matrix);\n }\n else {\n node.matrix.identity();\n if (gltfNode.translation) {\n node.matrix.translate(gltfNode.translation);\n }\n if (gltfNode.rotation) {\n const rotationMatrix = new Matrix4().fromQuaternion(gltfNode.rotation);\n node.matrix.multiplyRight(rotationMatrix);\n }\n if (gltfNode.scale) {\n node.matrix.scale(gltfNode.scale);\n }\n }\n gltfNode._node = node;\n }\n return gltfNode._node;\n }\n createMesh(gltfMesh) {\n // TODO: avoid changing the gltf\n if (!gltfMesh._mesh) {\n const gltfPrimitives = gltfMesh.primitives || [];\n const primitives = gltfPrimitives.map((gltfPrimitive, i) => this.createPrimitive(gltfPrimitive, i, gltfMesh));\n const mesh = new GroupNode({\n id: gltfMesh.name || gltfMesh.id,\n children: primitives\n });\n gltfMesh._mesh = mesh;\n }\n return gltfMesh._mesh;\n }\n createPrimitive(gltfPrimitive, i, gltfMesh) {\n const id = gltfPrimitive.name || `${gltfMesh.name || gltfMesh.id}-primitive-${i}`;\n const topology = convertGLDrawModeToTopology(gltfPrimitive.mode || 4);\n const vertexCount = gltfPrimitive.indices\n ? gltfPrimitive.indices.count\n : this.getVertexCount(gltfPrimitive.attributes);\n const modelNode = createGLTFModel(this.device, {\n id,\n geometry: this.createGeometry(id, gltfPrimitive, topology),\n material: gltfPrimitive.material,\n materialOptions: this.options,\n modelOptions: this.options.modelOptions,\n vertexCount\n });\n modelNode.bounds = [\n gltfPrimitive.attributes.POSITION.min,\n gltfPrimitive.attributes.POSITION.max\n ];\n // TODO this holds on to all the CPU side texture and attribute data\n // modelNode.material = gltfPrimitive.material;\n return modelNode;\n }\n getVertexCount(attributes) {\n throw new Error('getVertexCount not implemented');\n }\n createGeometry(id, gltfPrimitive, topology) {\n const attributes = {};\n for (const [attributeName, attribute] of Object.entries(gltfPrimitive.attributes)) {\n const { components, size, value } = attribute;\n attributes[attributeName] = { size: size ?? components, value };\n }\n return new Geometry({\n id,\n topology,\n indices: gltfPrimitive.indices.value,\n attributes\n });\n }\n createBuffer(attribute, usage) {\n if (!attribute.bufferView) {\n // Draco decoded files do not have a bufferView\n attribute.bufferView = {};\n }\n const { bufferView } = attribute;\n if (!bufferView.lumaBuffers) {\n bufferView.lumaBuffers = {};\n }\n if (!bufferView.lumaBuffers[usage]) {\n bufferView.lumaBuffers[usage] = this.device.createBuffer({\n id: `from-${bufferView.id}`,\n // Draco decoded files have attribute.value\n data: bufferView.data || attribute.value\n });\n }\n return bufferView.lumaBuffers[usage];\n }\n // TODO - create sampler in WebGL2\n createSampler(gltfSampler) {\n return gltfSampler;\n }\n // Helper methods (move to GLTFLoader.resolve...?)\n needsPOT() {\n // Has a wrapping mode (either wrapS or wrapT) equal to REPEAT or MIRRORED_REPEAT, or\n // Has a minification filter (minFilter) that uses mipmapping\n // (NEAREST_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR,\n // LINEAR_MIPMAP_NEAREST, or LINEAR_MIPMAP_LINEAR).\n return false;\n }\n}\n// NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from\n// `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid\n// conflicts with the `babel-plugin-inline-webgl-constants` plugin.\nvar GLEnum;\n(function (GLEnum) {\n GLEnum[GLEnum[\"POINTS\"] = 0] = \"POINTS\";\n GLEnum[GLEnum[\"LINES\"] = 1] = \"LINES\";\n GLEnum[GLEnum[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n GLEnum[GLEnum[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n GLEnum[GLEnum[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n GLEnum[GLEnum[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n GLEnum[GLEnum[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n})(GLEnum || (GLEnum = {}));\nexport function convertGLDrawModeToTopology(drawMode) {\n switch (drawMode) {\n case GLEnum.POINTS:\n return 'point-list';\n case GLEnum.LINES:\n return 'line-list';\n case GLEnum.LINE_STRIP:\n return 'line-strip';\n case GLEnum.LINE_LOOP:\n return 'line-loop-webgl';\n case GLEnum.TRIANGLES:\n return 'triangle-list';\n case GLEnum.TRIANGLE_STRIP:\n return 'triangle-strip';\n case GLEnum.TRIANGLE_FAN:\n return 'triangle-fan-webgl';\n default:\n throw new Error(drawMode);\n }\n}\n", "import { assert, log } from '@luma.gl/core';\nimport { Matrix4, Quaternion } from '@math.gl/core';\n// TODO: import from loaders.gl?\nexport const ATTRIBUTE_TYPE_TO_COMPONENTS = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n};\nexport const ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n};\nclass GLTFAnimation {\n name;\n startTime = 0;\n playing = true;\n speed = 1;\n channels = [];\n constructor(props) {\n Object.assign(this, props);\n }\n animate(timeMs) {\n if (!this.playing) {\n return;\n }\n const absTime = timeMs / 1000;\n const time = (absTime - this.startTime) * this.speed;\n this.channels.forEach(({ sampler, target, path }) => {\n interpolate(time, sampler, target, path);\n applyTranslationRotationScale(target, target._node);\n });\n }\n}\nexport class GLTFAnimator {\n animations;\n constructor(gltf) {\n this.animations = gltf.animations.map((animation, index) => {\n const name = animation.name || `Animation-${index}`;\n const samplers = animation.samplers.map(({ input, interpolation = 'LINEAR', output }) => ({\n input: accessorToJsArray(gltf.accessors[input]),\n interpolation,\n output: accessorToJsArray(gltf.accessors[output])\n }));\n const channels = animation.channels.map(({ sampler, target }) => ({\n sampler: samplers[sampler],\n target: gltf.nodes[target.node],\n path: target.path\n }));\n return new GLTFAnimation({ name, channels });\n });\n }\n /** @deprecated Use .setTime(). Will be removed (deck.gl is using this) */\n animate(time) {\n this.setTime(time);\n }\n setTime(time) {\n this.animations.forEach(animation => animation.animate(time));\n }\n getAnimations() {\n return this.animations;\n }\n}\n//\nfunction accessorToJsArray(accessor) {\n if (!accessor._animation) {\n const ArrayType = ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY[accessor.componentType];\n const components = ATTRIBUTE_TYPE_TO_COMPONENTS[accessor.type];\n const length = components * accessor.count;\n const { buffer, byteOffset } = accessor.bufferView.data;\n const array = new ArrayType(buffer, byteOffset + (accessor.byteOffset || 0), length);\n if (components === 1) {\n accessor._animation = Array.from(array);\n }\n else {\n // Slice array\n const slicedArray = [];\n for (let i = 0; i < array.length; i += components) {\n slicedArray.push(Array.from(array.slice(i, i + components)));\n }\n accessor._animation = slicedArray;\n }\n }\n return accessor._animation;\n}\n// TODO: share with GLTFInstantiator\nconst helperMatrix = new Matrix4();\nfunction applyTranslationRotationScale(gltfNode, node) {\n node.matrix.identity();\n if (gltfNode.translation) {\n node.matrix.translate(gltfNode.translation);\n }\n if (gltfNode.rotation) {\n const rotationMatrix = helperMatrix.fromQuaternion(gltfNode.rotation);\n node.matrix.multiplyRight(rotationMatrix);\n }\n if (gltfNode.scale) {\n node.matrix.scale(gltfNode.scale);\n }\n}\nconst quaternion = new Quaternion();\nfunction linearInterpolate(target, path, start, stop, ratio) {\n if (path === 'rotation') {\n // SLERP when path is rotation\n quaternion.slerp({ start, target: stop, ratio });\n for (let i = 0; i < quaternion.length; i++) {\n target[path][i] = quaternion[i];\n }\n }\n else {\n // regular interpolation\n for (let i = 0; i < start.length; i++) {\n target[path][i] = ratio * stop[i] + (1 - ratio) * start[i];\n }\n }\n}\nfunction cubicsplineInterpolate(target, path, { p0, outTangent0, inTangent1, p1, tDiff, ratio: t }) {\n // TODO: Quaternion might need normalization\n for (let i = 0; i < target[path].length; i++) {\n const m0 = outTangent0[i] * tDiff;\n const m1 = inTangent1[i] * tDiff;\n target[path][i] =\n (2 * Math.pow(t, 3) - 3 * Math.pow(t, 2) + 1) * p0[i] +\n (Math.pow(t, 3) - 2 * Math.pow(t, 2) + t) * m0 +\n (-2 * Math.pow(t, 3) + 3 * Math.pow(t, 2)) * p1[i] +\n (Math.pow(t, 3) - Math.pow(t, 2)) * m1;\n }\n}\nfunction stepInterpolate(target, path, value) {\n for (let i = 0; i < value.length; i++) {\n target[path][i] = value[i];\n }\n}\nfunction interpolate(time, { input, interpolation, output }, target, path) {\n const maxTime = input[input.length - 1];\n const animationTime = time % maxTime;\n const nextIndex = input.findIndex(t => t >= animationTime);\n const previousIndex = Math.max(0, nextIndex - 1);\n if (!Array.isArray(target[path])) {\n switch (path) {\n case 'translation':\n target[path] = [0, 0, 0];\n break;\n case 'rotation':\n target[path] = [0, 0, 0, 1];\n break;\n case 'scale':\n target[path] = [1, 1, 1];\n break;\n default:\n log.warn(`Bad animation path ${path}`)();\n }\n }\n assert(target[path].length === output[previousIndex].length);\n const previousTime = input[previousIndex];\n const nextTime = input[nextIndex];\n switch (interpolation) {\n case 'STEP':\n stepInterpolate(target, path, output[previousIndex]);\n break;\n case 'LINEAR':\n if (nextTime > previousTime) {\n const ratio = (animationTime - previousTime) / (nextTime - previousTime);\n linearInterpolate(target, path, output[previousIndex], output[nextIndex], ratio);\n }\n break;\n case 'CUBICSPLINE':\n if (nextTime > previousTime) {\n const ratio = (animationTime - previousTime) / (nextTime - previousTime);\n const tDiff = nextTime - previousTime;\n const p0 = output[3 * previousIndex + 1];\n const outTangent0 = output[3 * previousIndex + 2];\n const inTangent1 = output[3 * nextIndex + 0];\n const p1 = output[3 * nextIndex + 1];\n cubicsplineInterpolate(target, path, { p0, outTangent0, inTangent1, p1, tDiff, ratio });\n }\n break;\n default:\n log.warn(`Interpolation ${interpolation} not supported`)();\n break;\n }\n}\n", "import { log } from '@luma.gl/core';\nimport { pbr } from '@luma.gl/shadertools';\nimport { Model, ModelNode } from '@luma.gl/engine';\nimport { parsePBRMaterial } from \"../pbr/parse-pbr-material.js\";\n// TODO rename attributes to POSITION/NORMAL etc\n// See gpu-geometry.ts: getAttributeBuffersFromGeometry()\nconst vs = `\n#pragma vscode_glsllint_stage: vert\n#if (__VERSION__ < 300)\n #define _attr attribute\n#else\n #define _attr in\n#endif\n\n // _attr vec4 POSITION;\n _attr vec4 positions;\n\n #ifdef HAS_NORMALS\n // _attr vec4 NORMAL;\n _attr vec4 normals;\n #endif\n\n #ifdef HAS_TANGENTS\n _attr vec4 TANGENT;\n #endif\n\n #ifdef HAS_UV\n // _attr vec2 TEXCOORD_0;\n _attr vec2 texCoords;\n #endif\n\n void main(void) {\n vec4 _NORMAL = vec4(0.);\n vec4 _TANGENT = vec4(0.);\n vec2 _TEXCOORD_0 = vec2(0.);\n\n #ifdef HAS_NORMALS\n _NORMAL = normals;\n #endif\n\n #ifdef HAS_TANGENTS\n _TANGENT = TANGENT;\n #endif\n\n #ifdef HAS_UV\n _TEXCOORD_0 = texCoords;\n #endif\n\n pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);\n gl_Position = u_MVPMatrix * positions;\n }\n`;\nconst fs = `\n#pragma vscode_glsllint_stage: frag\n#if (__VERSION__ < 300)\n #define fragmentColor gl_FragColor\n#else\n out vec4 fragmentColor;\n#endif\n\n void main(void) {\n vec3 pos = pbr_vPosition;\n fragmentColor = pbr_filterColor(vec4(1.0));\n }\n`;\nexport function createGLTFModel(device, options) {\n const { id, geometry, material, vertexCount, materialOptions, modelOptions } = options;\n const parsedMaterial = parsePBRMaterial(device, material, geometry.attributes, materialOptions);\n log.info(4, 'createGLTFModel defines: ', parsedMaterial.defines)();\n // Calculate managedResources\n // TODO: Implement resource management logic that will\n // not deallocate resources/textures/buffers that are shared\n const managedResources = [];\n // managedResources.push(...parsedMaterial.generatedTextures);\n // managedResources.push(...Object.values(attributes).map((attribute) => attribute.buffer));\n const parameters = {\n depthWriteEnabled: true,\n depthCompare: 'less',\n depthFormat: 'depth24plus',\n cullMode: 'back'\n };\n const modelProps = {\n id,\n geometry,\n topology: geometry.topology,\n vertexCount,\n modules: [pbr],\n vs: addVersionToShader(device, vs),\n fs: addVersionToShader(device, fs),\n ...modelOptions,\n bindings: { ...parsedMaterial.bindings, ...modelOptions.bindings },\n defines: { ...parsedMaterial.defines, ...modelOptions.defines },\n parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters },\n uniforms: { ...parsedMaterial.uniforms, ...modelOptions.uniforms }\n };\n const model = new Model(device, modelProps);\n return new ModelNode({ managedResources, model });\n}\nfunction addVersionToShader(device, source) {\n return `#version 300 es\\n${source}`;\n}\n", "import { GLTFInstantiator } from \"./gltf-instantiator.js\";\nexport function createScenegraphsFromGLTF(device, gltf, options) {\n const instantiator = new GLTFInstantiator(device, options);\n const scenes = instantiator.instantiate(gltf);\n const animator = instantiator.createAnimator();\n return { scenes, animator };\n}\n"],
5
+ "mappings": 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6
+ "names": ["GLEnum", "import_engine", "import_core", "import_core", "import_core", "GLEnum"]
7
+ }
package/dist/index.d.ts CHANGED
@@ -1,7 +1,7 @@
1
- export type { PBREnvironment } from './pbr/pbr-environment';
2
- export type { ParsePBRMaterialOptions, ParsedPBRMaterial } from './pbr/parse-pbr-material';
3
- export { parsePBRMaterial } from './pbr/parse-pbr-material';
4
- export { loadPBREnvironment } from './pbr/pbr-environment';
5
- export { createScenegraphsFromGLTF } from './gltf/create-gltf-objects';
6
- export { GLTFAnimator } from './gltf/gltf-animator';
1
+ export type { PBREnvironment } from "./pbr/pbr-environment.js";
2
+ export type { ParsePBRMaterialOptions, ParsedPBRMaterial } from "./pbr/parse-pbr-material.js";
3
+ export { parsePBRMaterial } from "./pbr/parse-pbr-material.js";
4
+ export { loadPBREnvironment } from "./pbr/pbr-environment.js";
5
+ export { createScenegraphsFromGLTF } from "./gltf/create-gltf-objects.js";
6
+ export { GLTFAnimator } from "./gltf/gltf-animator.js";
7
7
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAEA,YAAY,EAAC,cAAc,EAAC,MAAM,uBAAuB,CAAC;AAC1D,YAAY,EAAC,uBAAuB,EAAE,iBAAiB,EAAC,MAAM,0BAA0B,CAAC;AACzF,OAAO,EAAC,gBAAgB,EAAC,MAAM,0BAA0B,CAAC;AAC1D,OAAO,EAAC,kBAAkB,EAAC,MAAM,uBAAuB,CAAC;AAGzD,OAAO,EAAC,yBAAyB,EAAC,MAAM,4BAA4B,CAAC;AACrE,OAAO,EAAC,YAAY,EAAC,MAAM,sBAAsB,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAEA,YAAY,EAAC,cAAc,EAAC,iCAA8B;AAC1D,YAAY,EAAC,uBAAuB,EAAE,iBAAiB,EAAC,oCAAiC;AACzF,OAAO,EAAC,gBAAgB,EAAC,oCAAiC;AAC1D,OAAO,EAAC,kBAAkB,EAAC,iCAA8B;AAGzD,OAAO,EAAC,yBAAyB,EAAC,sCAAmC;AACrE,OAAO,EAAC,YAAY,EAAC,gCAA6B"}
package/dist/index.js CHANGED
@@ -1,5 +1,6 @@
1
+ // luma.gl, MIT license
1
2
  export { parsePBRMaterial } from "./pbr/parse-pbr-material.js";
2
3
  export { loadPBREnvironment } from "./pbr/pbr-environment.js";
4
+ // glTF Scenegraph Instantiator
3
5
  export { createScenegraphsFromGLTF } from "./gltf/create-gltf-objects.js";
4
6
  export { GLTFAnimator } from "./gltf/gltf-animator.js";
5
- //# sourceMappingURL=index.js.map
@@ -1,5 +1,5 @@
1
1
  import type { Device, Texture, Binding, Parameters } from '@luma.gl/core';
2
- import { PBREnvironment } from './pbr-environment';
2
+ import { PBREnvironment } from "./pbr-environment.js";
3
3
  export type ParsePBRMaterialOptions = {
4
4
  /** Debug PBR shader */
5
5
  pbrDebug?: boolean;
@@ -1 +1 @@
1
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+ {"version":3,"file":"parse-pbr-material.d.ts","sourceRoot":"","sources":["../../src/pbr/parse-pbr-material.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAC,MAAM,eAAe,CAAC;AAExE,OAAO,EAAC,cAAc,EAAC,6BAA0B;AAIjD,MAAM,MAAM,uBAAuB,GAAG;IACpC,uBAAuB;IACvB,QAAQ,CAAC,EAAE,OAAO,CAAC;IACnB,oBAAoB;IACpB,MAAM,CAAC,EAAE,GAAG,CAAC;IACb,mBAAmB;IACnB,WAAW,CAAC,EAAE,OAAO,CAAC;IACtB,iEAAiE;IACjE,6BAA6B,CAAC,EAAE,cAAc,CAAC;CAChD,CAAC;AAEF,MAAM,MAAM,iBAAiB,GAAG;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,CAAC;IACnD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;IAC3C,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;IACvC,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;IAC3C,0EAA0E;IAC1E,QAAQ,CAAC,iBAAiB,EAAE,OAAO,EAAE,CAAC;CACvC,CAAC;AAgBF;;GAEG;AACH,wBAAgB,gBAAgB,CAC9B,MAAM,EAAE,MAAM,EACd,QAAQ,KAAA,EACR,UAAU,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,EAC/B,OAAO,EAAE,uBAAuB,GAC/B,iBAAiB,CAiDnB"}
@@ -1,147 +1,332 @@
1
1
  import { log } from '@luma.gl/core';
2
- var GLEnum = function (GLEnum) {
3
- GLEnum[GLEnum["FUNC_ADD"] = 32774] = "FUNC_ADD";
4
- GLEnum[GLEnum["ONE"] = 1] = "ONE";
5
- GLEnum[GLEnum["SRC_ALPHA"] = 770] = "SRC_ALPHA";
6
- GLEnum[GLEnum["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
7
- GLEnum[GLEnum["TEXTURE_MIN_FILTER"] = 10241] = "TEXTURE_MIN_FILTER";
8
- GLEnum[GLEnum["LINEAR"] = 9729] = "LINEAR";
9
- GLEnum[GLEnum["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
10
- GLEnum[GLEnum["UNPACK_FLIP_Y_WEBGL"] = 37440] = "UNPACK_FLIP_Y_WEBGL";
11
- return GLEnum;
12
- }(GLEnum || {});
2
+ // NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from
3
+ // `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid
4
+ // conflicts with the `babel-plugin-inline-webgl-constants` plugin.
5
+ var GLEnum;
6
+ (function (GLEnum) {
7
+ GLEnum[GLEnum["FUNC_ADD"] = 32774] = "FUNC_ADD";
8
+ GLEnum[GLEnum["ONE"] = 1] = "ONE";
9
+ GLEnum[GLEnum["SRC_ALPHA"] = 770] = "SRC_ALPHA";
10
+ GLEnum[GLEnum["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
11
+ GLEnum[GLEnum["TEXTURE_MIN_FILTER"] = 10241] = "TEXTURE_MIN_FILTER";
12
+ GLEnum[GLEnum["LINEAR"] = 9729] = "LINEAR";
13
+ GLEnum[GLEnum["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
14
+ GLEnum[GLEnum["UNPACK_FLIP_Y_WEBGL"] = 37440] = "UNPACK_FLIP_Y_WEBGL";
15
+ })(GLEnum || (GLEnum = {}));
16
+ /**
17
+ * Parses a GLTF material definition into uniforms and parameters for the PBR shader module
18
+ */
13
19
  export function parsePBRMaterial(device, material, attributes, options) {
14
- const parsedMaterial = {
15
- defines: {
16
- MANUAL_SRGB: 1,
17
- SRGB_FAST_APPROXIMATION: 1
18
- },
19
- bindings: {},
20
- uniforms: {
21
- u_Camera: [0, 0, 0],
22
- u_MetallicRoughnessValues: [1, 1]
23
- },
24
- parameters: {},
25
- glParameters: {},
26
- generatedTextures: []
27
- };
28
- if (device.features.has('glsl-texture-lod')) {
20
+ const parsedMaterial = {
21
+ defines: {
22
+ // TODO: Use EXT_sRGB if available (Standard in WebGL 2.0)
23
+ MANUAL_SRGB: 1,
24
+ SRGB_FAST_APPROXIMATION: 1
25
+ },
26
+ bindings: {},
27
+ uniforms: {
28
+ // TODO: find better values?
29
+ u_Camera: [0, 0, 0], // Model should override
30
+ u_MetallicRoughnessValues: [1, 1] // Default is 1 and 1
31
+ },
32
+ parameters: {},
33
+ glParameters: {},
34
+ generatedTextures: []
35
+ };
36
+ // TODO - always available
29
37
  parsedMaterial.defines.USE_TEX_LOD = 1;
30
- }
31
- const {
32
- imageBasedLightingEnvironment
33
- } = options;
34
- if (imageBasedLightingEnvironment) {
35
- parsedMaterial.bindings.u_DiffuseEnvSampler = imageBasedLightingEnvironment.diffuseEnvSampler;
36
- parsedMaterial.bindings.u_SpecularEnvSampler = imageBasedLightingEnvironment.specularEnvSampler;
37
- parsedMaterial.bindings.u_brdfLUT = imageBasedLightingEnvironment.brdfLutTexture;
38
- parsedMaterial.uniforms.u_ScaleIBLAmbient = [1, 1];
39
- }
40
- if (options !== null && options !== void 0 && options.pbrDebug) {
41
- parsedMaterial.defines.PBR_DEBUG = 1;
42
- parsedMaterial.uniforms.u_ScaleDiffBaseMR = [0, 0, 0, 0];
43
- parsedMaterial.uniforms.u_ScaleFGDSpec = [0, 0, 0, 0];
44
- }
45
- if (attributes.NORMAL) parsedMaterial.defines.HAS_NORMALS = 1;
46
- if (attributes.TANGENT && options !== null && options !== void 0 && options.useTangents) parsedMaterial.defines.HAS_TANGENTS = 1;
47
- if (attributes.TEXCOORD_0) parsedMaterial.defines.HAS_UV = 1;
48
- if (options !== null && options !== void 0 && options.imageBasedLightingEnvironment) parsedMaterial.defines.USE_IBL = 1;
49
- if (options !== null && options !== void 0 && options.lights) parsedMaterial.defines.USE_LIGHTS = 1;
50
- if (material) {
51
- parseMaterial(device, material, parsedMaterial);
52
- }
53
- return parsedMaterial;
38
+ const { imageBasedLightingEnvironment } = options;
39
+ if (imageBasedLightingEnvironment) {
40
+ parsedMaterial.bindings.u_DiffuseEnvSampler = imageBasedLightingEnvironment.diffuseEnvSampler;
41
+ parsedMaterial.bindings.u_SpecularEnvSampler = imageBasedLightingEnvironment.specularEnvSampler;
42
+ parsedMaterial.bindings.u_brdfLUT = imageBasedLightingEnvironment.brdfLutTexture;
43
+ parsedMaterial.uniforms.u_ScaleIBLAmbient = [1, 1];
44
+ }
45
+ if (options?.pbrDebug) {
46
+ parsedMaterial.defines.PBR_DEBUG = 1;
47
+ // Override final color for reference app visualization of various parameters in the lighting equation.
48
+ parsedMaterial.uniforms.u_ScaleDiffBaseMR = [0, 0, 0, 0];
49
+ parsedMaterial.uniforms.u_ScaleFGDSpec = [0, 0, 0, 0];
50
+ }
51
+ if (attributes.NORMAL)
52
+ parsedMaterial.defines.HAS_NORMALS = 1;
53
+ if (attributes.TANGENT && options?.useTangents)
54
+ parsedMaterial.defines.HAS_TANGENTS = 1;
55
+ if (attributes.TEXCOORD_0)
56
+ parsedMaterial.defines.HAS_UV = 1;
57
+ if (options?.imageBasedLightingEnvironment)
58
+ parsedMaterial.defines.USE_IBL = 1;
59
+ if (options?.lights)
60
+ parsedMaterial.defines.USE_LIGHTS = 1;
61
+ if (material) {
62
+ parseMaterial(device, material, parsedMaterial);
63
+ }
64
+ return parsedMaterial;
54
65
  }
66
+ /** Parse GLTF material record */
55
67
  function parseMaterial(device, material, parsedMaterial) {
56
- parsedMaterial.uniforms.pbr_uUnlit = Boolean(material.unlit);
57
- if (material.pbrMetallicRoughness) {
58
- parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);
59
- }
60
- if (material.normalTexture) {
61
- addTexture(device, material.normalTexture, 'u_NormalSampler', 'HAS_NORMALMAP', parsedMaterial);
62
- const {
63
- scale = 1
64
- } = material.normalTexture;
65
- parsedMaterial.uniforms.u_NormalScale = scale;
66
- }
67
- if (material.occlusionTexture) {
68
- addTexture(device, material.occlusionTexture, 'u_OcclusionSampler', 'HAS_OCCLUSIONMAP', parsedMaterial);
69
- const {
70
- strength = 1
71
- } = material.occlusionTexture;
72
- parsedMaterial.uniforms.u_OcclusionStrength = strength;
73
- }
74
- if (material.emissiveTexture) {
75
- addTexture(device, material.emissiveTexture, 'u_EmissiveSampler', 'HAS_EMISSIVEMAP', parsedMaterial);
76
- parsedMaterial.uniforms.u_EmissiveFactor = material.emissiveFactor || [0, 0, 0];
77
- }
78
- switch (material.alphaMode) {
79
- case 'MASK':
80
- const {
81
- alphaCutoff = 0.5
82
- } = material;
83
- parsedMaterial.defines.ALPHA_CUTOFF = 1;
84
- parsedMaterial.uniforms.u_AlphaCutoff = alphaCutoff;
85
- break;
86
- case 'BLEND':
87
- log.warn('glTF BLEND alphaMode might not work well because it requires mesh sorting')();
88
- parsedMaterial.parameters.blendColorOperation = 'add';
89
- parsedMaterial.parameters.blendColorSrcFactor = 'src-alpha';
90
- parsedMaterial.parameters.blendColorDstFactor = 'one-minus-src-alpha';
91
- parsedMaterial.parameters.blendAlphaOperation = 'add';
92
- parsedMaterial.parameters.blendAlphaSrcFactor = 'one';
93
- parsedMaterial.parameters.blendAlphaDstFactor = 'one-minus-src-alpha';
94
- parsedMaterial.glParameters.blend = true;
95
- parsedMaterial.glParameters.blendEquation = GLEnum.FUNC_ADD;
96
- parsedMaterial.glParameters.blendFunc = [GLEnum.SRC_ALPHA, GLEnum.ONE_MINUS_SRC_ALPHA, GLEnum.ONE, GLEnum.ONE_MINUS_SRC_ALPHA];
97
- break;
98
- }
68
+ parsedMaterial.uniforms.pbr_uUnlit = Boolean(material.unlit);
69
+ if (material.pbrMetallicRoughness) {
70
+ parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);
71
+ }
72
+ if (material.normalTexture) {
73
+ addTexture(device, material.normalTexture, 'u_NormalSampler', 'HAS_NORMALMAP', parsedMaterial);
74
+ const { scale = 1 } = material.normalTexture;
75
+ parsedMaterial.uniforms.u_NormalScale = scale;
76
+ }
77
+ if (material.occlusionTexture) {
78
+ addTexture(device, material.occlusionTexture, 'u_OcclusionSampler', 'HAS_OCCLUSIONMAP', parsedMaterial);
79
+ const { strength = 1 } = material.occlusionTexture;
80
+ parsedMaterial.uniforms.u_OcclusionStrength = strength;
81
+ }
82
+ if (material.emissiveTexture) {
83
+ addTexture(device, material.emissiveTexture, 'u_EmissiveSampler', 'HAS_EMISSIVEMAP', parsedMaterial);
84
+ parsedMaterial.uniforms.u_EmissiveFactor = material.emissiveFactor || [0, 0, 0];
85
+ }
86
+ switch (material.alphaMode) {
87
+ case 'MASK':
88
+ const { alphaCutoff = 0.5 } = material;
89
+ parsedMaterial.defines.ALPHA_CUTOFF = 1;
90
+ parsedMaterial.uniforms.u_AlphaCutoff = alphaCutoff;
91
+ break;
92
+ case 'BLEND':
93
+ log.warn('glTF BLEND alphaMode might not work well because it requires mesh sorting')();
94
+ // WebGPU style parameters
95
+ parsedMaterial.parameters.blendColorOperation = 'add';
96
+ parsedMaterial.parameters.blendColorSrcFactor = 'src-alpha';
97
+ parsedMaterial.parameters.blendColorDstFactor = 'one-minus-src-alpha';
98
+ parsedMaterial.parameters.blendAlphaOperation = 'add';
99
+ parsedMaterial.parameters.blendAlphaSrcFactor = 'one';
100
+ parsedMaterial.parameters.blendAlphaDstFactor = 'one-minus-src-alpha';
101
+ // GL parameters
102
+ parsedMaterial.glParameters.blend = true;
103
+ parsedMaterial.glParameters.blendEquation = GLEnum.FUNC_ADD;
104
+ parsedMaterial.glParameters.blendFunc = [
105
+ GLEnum.SRC_ALPHA,
106
+ GLEnum.ONE_MINUS_SRC_ALPHA,
107
+ GLEnum.ONE,
108
+ GLEnum.ONE_MINUS_SRC_ALPHA
109
+ ];
110
+ break;
111
+ }
99
112
  }
113
+ /** Parse GLTF material sub record */
100
114
  function parsePbrMetallicRoughness(device, pbrMetallicRoughness, parsedMaterial) {
101
- if (pbrMetallicRoughness.baseColorTexture) {
102
- addTexture(device, pbrMetallicRoughness.baseColorTexture, 'u_BaseColorSampler', 'HAS_BASECOLORMAP', parsedMaterial);
103
- }
104
- parsedMaterial.uniforms.u_BaseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
105
- if (pbrMetallicRoughness.metallicRoughnessTexture) {
106
- addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, 'u_MetallicRoughnessSampler', 'HAS_METALROUGHNESSMAP', parsedMaterial);
107
- }
108
- const {
109
- metallicFactor = 1,
110
- roughnessFactor = 1
111
- } = pbrMetallicRoughness;
112
- parsedMaterial.uniforms.u_MetallicRoughnessValues = [metallicFactor, roughnessFactor];
115
+ if (pbrMetallicRoughness.baseColorTexture) {
116
+ addTexture(device, pbrMetallicRoughness.baseColorTexture, 'u_BaseColorSampler', 'HAS_BASECOLORMAP', parsedMaterial);
117
+ }
118
+ parsedMaterial.uniforms.u_BaseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
119
+ if (pbrMetallicRoughness.metallicRoughnessTexture) {
120
+ addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, 'u_MetallicRoughnessSampler', 'HAS_METALROUGHNESSMAP', parsedMaterial);
121
+ }
122
+ const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;
123
+ parsedMaterial.uniforms.u_MetallicRoughnessValues = [metallicFactor, roughnessFactor];
113
124
  }
114
- function addTexture(device, gltfTexture, uniformName) {
115
- var _gltfTexture$texture;
116
- let define = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : null;
117
- let parsedMaterial = arguments.length > 4 ? arguments[4] : undefined;
118
- const parameters = (gltfTexture === null || gltfTexture === void 0 || (_gltfTexture$texture = gltfTexture.texture) === null || _gltfTexture$texture === void 0 || (_gltfTexture$texture = _gltfTexture$texture.sampler) === null || _gltfTexture$texture === void 0 ? void 0 : _gltfTexture$texture.parameters) || {};
119
- const image = gltfTexture.texture.source.image;
120
- let textureOptions;
121
- let specialTextureParameters = {};
122
- if (image.compressed) {
123
- textureOptions = image;
124
- specialTextureParameters = {
125
- [GLEnum.TEXTURE_MIN_FILTER]: image.data.length > 1 ? GLEnum.LINEAR_MIPMAP_NEAREST : GLEnum.LINEAR
125
+ /** Create a texture from a glTF texture/sampler/image combo and add it to bindings */
126
+ function addTexture(device, gltfTexture, uniformName, define = null, parsedMaterial) {
127
+ const parameters = gltfTexture?.texture?.sampler?.parameters || {};
128
+ const image = gltfTexture.texture.source.image;
129
+ let textureOptions;
130
+ let specialTextureParameters = {};
131
+ if (image.compressed) {
132
+ textureOptions = image;
133
+ specialTextureParameters = {
134
+ [GLEnum.TEXTURE_MIN_FILTER]: image.data.length > 1 ? GLEnum.LINEAR_MIPMAP_NEAREST : GLEnum.LINEAR
135
+ };
136
+ }
137
+ else {
138
+ // Texture2D accepts a promise that returns an image as data (Async Textures)
139
+ textureOptions = { data: image };
140
+ }
141
+ const texture = device.createTexture({
142
+ id: gltfTexture.uniformName || gltfTexture.id,
143
+ parameters: {
144
+ ...parameters,
145
+ ...specialTextureParameters
146
+ },
147
+ pixelStore: {
148
+ [GLEnum.UNPACK_FLIP_Y_WEBGL]: false
149
+ },
150
+ ...textureOptions
151
+ });
152
+ parsedMaterial.bindings[uniformName] = texture;
153
+ if (define)
154
+ parsedMaterial.defines[define] = 1;
155
+ parsedMaterial.generatedTextures.push(texture);
156
+ }
157
+ /*
158
+ /**
159
+ * Parses a GLTF material definition into uniforms and parameters for the PBR shader module
160
+ *
161
+ export class PBRMaterialParser {
162
+ readonly device: Device;
163
+
164
+ readonly defines: Record<string, number | boolean>;
165
+ readonly bindings: Record<string, Binding>;
166
+ readonly uniforms: Record<string, any>;
167
+ readonly parameters: Record<string, any>;
168
+
169
+ /** Hold on to generated textures, we destroy them in the destroy method *
170
+ readonly generatedTextures: Texture[];
171
+
172
+ constructor(device: Device, props: PBRMaterialParserProps) {
173
+ const {attributes, material, pbrDebug, imageBasedLightingEnvironment, lights, useTangents} =
174
+ props;
175
+ this.device = device;
176
+
177
+ this.defines = {
178
+ // TODO: Use EXT_sRGB if available (Standard in WebGL 2.0)
179
+ MANUAL_SRGB: 1,
180
+ SRGB_FAST_APPROXIMATION: 1
126
181
  };
127
- } else {
128
- textureOptions = {
129
- data: image
182
+
183
+ if (this.device.features.has('glsl-texture-lod')) {
184
+ this.defines.USE_TEX_LOD = 1;
185
+ }
186
+
187
+ this.uniforms = {
188
+ // TODO: find better values?
189
+ u_Camera: [0, 0, 0], // Model should override
190
+
191
+ u_MetallicRoughnessValues: [1, 1] // Default is 1 and 1
130
192
  };
193
+
194
+ this.bindings = {};
195
+
196
+ this.parameters = {};
197
+ this.generatedTextures = [];
198
+
199
+ if (imageBasedLightingEnvironment) {
200
+ this.bindings.u_DiffuseEnvSampler = imageBasedLightingEnvironment.getDiffuseEnvSampler();
201
+ this.bindings.u_SpecularEnvSampler = imageBasedLightingEnvironment.getSpecularEnvSampler();
202
+ this.bindings.u_brdfLUT = imageBasedLightingEnvironment.getBrdfTexture();
203
+ this.uniforms.u_ScaleIBLAmbient = [1, 1];
204
+ }
205
+
206
+ if (pbrDebug) {
207
+ // Override final color for reference app visualization
208
+ // of various parameters in the lighting equation.
209
+ this.uniforms.u_ScaleDiffBaseMR = [0, 0, 0, 0];
210
+ this.uniforms.u_ScaleFGDSpec = [0, 0, 0, 0];
211
+ }
212
+
213
+ this.defineIfPresent(attributes.NORMAL, 'HAS_NORMALS');
214
+ this.defineIfPresent(attributes.TANGENT && useTangents, 'HAS_TANGENTS');
215
+ this.defineIfPresent(attributes.TEXCOORD_0, 'HAS_UV');
216
+
217
+ this.defineIfPresent(imageBasedLightingEnvironment, 'USE_IBL');
218
+ this.defineIfPresent(lights, 'USE_LIGHTS');
219
+ this.defineIfPresent(pbrDebug, 'PBR_DEBUG');
220
+
221
+ if (material) {
222
+ this.parseMaterial(material);
223
+ }
224
+ }
225
+
226
+ /**
227
+ * Destroy all generated resources to release memory.
228
+ *
229
+ destroy(): void {
230
+ this.generatedTextures.forEach(texture => texture.destroy());
231
+ }
232
+
233
+ /** Add a define if the the value is non-nullish *
234
+ defineIfPresent(value: unknown, name: string): void {
235
+ if (value) {
236
+ this.defines[name] = 1;
237
+ }
238
+ }
239
+
240
+ /** Parse GLTF material record *
241
+ parseMaterial(material) {
242
+ this.uniforms.pbr_uUnlit = Boolean(material.unlit);
243
+
244
+ if (material.pbrMetallicRoughness) {
245
+ this.parsePbrMetallicRoughness(material.pbrMetallicRoughness);
246
+ }
247
+ if (material.normalTexture) {
248
+ this.addTexture(material.normalTexture, 'u_NormalSampler', 'HAS_NORMALMAP');
249
+
250
+ const {scale = 1} = material.normalTexture;
251
+ this.uniforms.u_NormalScale = scale;
252
+ }
253
+ if (material.occlusionTexture) {
254
+ this.addTexture(material.occlusionTexture, 'u_OcclusionSampler', 'HAS_OCCLUSIONMAP');
255
+
256
+ const {strength = 1} = material.occlusionTexture;
257
+ this.uniforms.u_OcclusionStrength = strength;
258
+ }
259
+ if (material.emissiveTexture) {
260
+ this.addTexture(material.emissiveTexture, 'u_EmissiveSampler', 'HAS_EMISSIVEMAP');
261
+ this.uniforms.u_EmissiveFactor = material.emissiveFactor || [0, 0, 0];
262
+ }
263
+ if (material.alphaMode === 'MASK') {
264
+ const {alphaCutoff = 0.5} = material;
265
+ this.defines.ALPHA_CUTOFF = 1;
266
+ this.uniforms.u_AlphaCutoff = alphaCutoff;
267
+ } else if (material.alphaMode === 'BLEND') {
268
+ log.warn('BLEND alphaMode might not work well because it requires mesh sorting')();
269
+ Object.assign(this.parameters, {
270
+ blend: true,
271
+ blendEquation: GL.FUNC_ADD,
272
+ blendFunc: [GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA, GL.ONE, GL.ONE_MINUS_SRC_ALPHA]
273
+ });
274
+ }
275
+ }
276
+
277
+ /** Parse GLTF material sub record *
278
+ parsePbrMetallicRoughness(pbrMetallicRoughness) {
279
+ if (pbrMetallicRoughness.baseColorTexture) {
280
+ this.addTexture(
281
+ pbrMetallicRoughness.baseColorTexture,
282
+ 'u_BaseColorSampler',
283
+ 'HAS_BASECOLORMAP'
284
+ );
285
+ }
286
+ this.uniforms.u_BaseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
287
+
288
+ if (pbrMetallicRoughness.metallicRoughnessTexture) {
289
+ this.addTexture(
290
+ pbrMetallicRoughness.metallicRoughnessTexture,
291
+ 'u_MetallicRoughnessSampler',
292
+ 'HAS_METALROUGHNESSMAP'
293
+ );
294
+ }
295
+ const {metallicFactor = 1, roughnessFactor = 1} = pbrMetallicRoughness;
296
+ this.uniforms.u_MetallicRoughnessValues = [metallicFactor, roughnessFactor];
297
+ }
298
+
299
+ /** Create a texture from a glTF texture/sampler/image combo and add it to bindings *
300
+ addTexture(gltfTexture, name, define = null) {
301
+ const parameters = gltfTexture?.texture?.sampler?.parameters || {};
302
+
303
+ const image = gltfTexture.texture.source.image;
304
+ let textureOptions;
305
+ let specialTextureParameters = {};
306
+ if (image.compressed) {
307
+ textureOptions = image;
308
+ specialTextureParameters = {
309
+ [GL.TEXTURE_MIN_FILTER]: image.data.length > 1 ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR
310
+ };
311
+ } else {
312
+ // Texture2D accepts a promise that returns an image as data (Async Textures)
313
+ textureOptions = {data: image};
314
+ }
315
+
316
+ const texture: Texture = this.device.createTexture({
317
+ id: gltfTexture.name || gltfTexture.id,
318
+ parameters: {
319
+ ...parameters,
320
+ ...specialTextureParameters
321
+ },
322
+ pixelStore: {
323
+ [GL.UNPACK_FLIP_Y_WEBGL]: false
324
+ },
325
+ ...textureOptions
326
+ });
327
+ this.bindings[name] = texture;
328
+ this.defineIfPresent(define, define);
329
+ this.generatedTextures.push(texture);
131
330
  }
132
- const texture = device.createTexture({
133
- id: gltfTexture.uniformName || gltfTexture.id,
134
- parameters: {
135
- ...parameters,
136
- ...specialTextureParameters
137
- },
138
- pixelStore: {
139
- [GLEnum.UNPACK_FLIP_Y_WEBGL]: false
140
- },
141
- ...textureOptions
142
- });
143
- parsedMaterial.bindings[uniformName] = texture;
144
- if (define) parsedMaterial.defines[define] = 1;
145
- parsedMaterial.generatedTextures.push(texture);
146
331
  }
147
- //# sourceMappingURL=parse-pbr-material.js.map
332
+ */