@luma.gl/gltf 9.1.0-alpha.14 → 9.1.0-alpha.16

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.
@@ -1 +1 @@
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- {"version":3,"file":"gl-utils.d.ts","sourceRoot":"","sources":["../../src/gltf/gl-utils.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,iBAAiB,EAAC,MAAM,eAAe,CAAC;AAKhD,oBAAY,MAAM;IAChB,MAAM,IAAM;IACZ,KAAK,IAAM;IACX,SAAS,IAAM;IACf,UAAU,IAAM;IAChB,SAAS,IAAM;IACf,cAAc,IAAM;IACpB,YAAY,IAAM;CACnB;AAED,wBAAgB,2BAA2B,CACzC,QAAQ,EACJ,MAAM,CAAC,MAAM,GACb,MAAM,CAAC,KAAK,GACZ,MAAM,CAAC,UAAU,GACjB,MAAM,CAAC,SAAS,GAChB,MAAM,CAAC,SAAS,GAChB,MAAM,CAAC,cAAc,GACrB,MAAM,CAAC,YAAY,GACtB,iBAAiB,CAUnB"}
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+ {"version":3,"file":"gl-utils.d.ts","sourceRoot":"","sources":["../../src/gltf/gl-utils.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,iBAAiB,EAAC,MAAM,eAAe,CAAC;AAMhD,oBAAY,MAAM;IAChB,MAAM,IAAM;IACZ,KAAK,IAAM;IACX,SAAS,IAAM;IACf,UAAU,IAAM;IAChB,SAAS,IAAM;IACf,cAAc,IAAM;IACpB,YAAY,IAAM;CACnB;AAED,wBAAgB,2BAA2B,CACzC,QAAQ,EACJ,MAAM,CAAC,MAAM,GACb,MAAM,CAAC,KAAK,GACZ,MAAM,CAAC,UAAU,GACjB,MAAM,CAAC,SAAS,GAChB,MAAM,CAAC,SAAS,GAChB,MAAM,CAAC,cAAc,GACrB,MAAM,CAAC,YAAY,GACtB,iBAAiB,CAUnB"}
@@ -4,6 +4,7 @@
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  // NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from
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  // `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid
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  // conflicts with the `babel-plugin-inline-webgl-constants` plugin.
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+ // eslint-disable-next-line no-shadow
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  export var GLEnum;
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  (function (GLEnum) {
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  GLEnum[GLEnum["POINTS"] = 0] = "POINTS";
@@ -1,7 +1,7 @@
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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/gl-utils.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 =\n imageBasedLightingEnvironment.diffuseEnvSampler.texture;\n parsedMaterial.bindings.u_SpecularEnvSampler =\n imageBasedLightingEnvironment.specularEnvSampler.texture;\n parsedMaterial.bindings.u_brdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;\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", "// luma.gl, MIT license\nimport { AsyncTexture } from '@luma.gl/engine';\nimport { loadImageTexture } from '@loaders.gl/textures';\n/** Loads textures for PBR environment */\nexport function loadPBREnvironment(device, props) {\n const brdfLutTexture = new AsyncTexture(device, {\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 new AsyncTexture(device, {\n id,\n dimension: 'cube',\n mipmaps: false,\n sampler,\n // @ts-expect-error\n data\n });\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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\";\nimport { convertGLDrawModeToTopology } from \"./gl-utils.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-${bufferView.id}`,\n // Draco decoded files have attribute.value\n data: bufferView.data || attribute.value\n });\n }\n return bufferView.lumaBuffers[usage];\n }\n // TODO - create sampler in WebGL2\n createSampler(gltfSampler) {\n return gltfSampler;\n }\n // Helper methods (move to GLTFLoader.resolve...?)\n needsPOT() {\n // Has a wrapping mode (either wrapS or wrapT) equal to REPEAT or MIRRORED_REPEAT, or\n // Has a minification filter (minFilter) that uses mipmapping\n // (NEAREST_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR,\n // LINEAR_MIPMAP_NEAREST, or LINEAR_MIPMAP_LINEAR).\n return false;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { log } from '@luma.gl/core';\nimport { Matrix4, Quaternion } from '@math.gl/core';\n// TODO: import from loaders.gl?\nexport const ATTRIBUTE_TYPE_TO_COMPONENTS = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n};\nexport const ATTRIBUTE_COMPONENT_TYPE_TO_ARRAY = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n};\nclass GLTFAnimation {\n name;\n startTime = 0;\n playing = true;\n speed = 1;\n channels = [];\n constructor(props) {\n Object.assign(this, props);\n }\n animate(timeMs) {\n if (!this.playing) {\n return;\n }\n const absTime = timeMs / 1000;\n const time = (absTime - this.startTime) * this.speed;\n this.channels.forEach(({ sampler, target, path }) => {\n interpolate(time, sampler, target, path);\n applyTranslationRotationScale(target, target._node);\n });\n }\n}\nexport class GLTFAnimator {\n animations;\n constructor(gltf) {\n this.animations = gltf.animations.map((animation, index) => {\n const name = animation.name || `Animation-${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", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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\";\nconst SHADER = /* WGSL */ `\nlayout(0) positions: vec4; // in vec4 POSITION;\n\n #ifdef HAS_NORMALS\n in vec4 normals; // in vec4 NORMAL;\n #endif\n\n #ifdef HAS_TANGENTS\n in vec4 TANGENT;\n #endif\n\n #ifdef HAS_UV\n // in vec2 TEXCOORD_0;\n in vec2 texCoords;\n #endif\n\n@vertex\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\n@fragment\n out vec4 fragmentColor;\n\n void main(void) {\n vec3 pos = pbr_vPosition;\n fragmentColor = pbr_filterColor(vec4(1.0));\n }\n`;\n// TODO rename attributes to POSITION/NORMAL etc\n// See gpu-geometry.ts: getAttributeBuffersFromGeometry()\nconst vs = /* glsl */ `\\\n#version 300 es\n\n // in vec4 POSITION;\n in vec4 positions;\n\n #ifdef HAS_NORMALS\n // in vec4 NORMAL;\n in vec4 normals;\n #endif\n\n #ifdef HAS_TANGENTS\n in vec4 TANGENT;\n #endif\n\n #ifdef HAS_UV\n // in vec2 TEXCOORD_0;\n in 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 = /* glsl */ `\\\n#version 300 es\n out vec4 fragmentColor;\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 source: SHADER,\n vs,\n fs,\n geometry,\n topology: geometry.topology,\n vertexCount,\n modules: [pbr],\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}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\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.\nexport var 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 // prettier-ignore\n switch (drawMode) {\n case GLEnum.POINTS: return 'point-list';\n case GLEnum.LINES: return 'line-list';\n case GLEnum.LINE_STRIP: return 'line-strip';\n case GLEnum.TRIANGLES: return 'triangle-list';\n case GLEnum.TRIANGLE_STRIP: return 'triangle-strip';\n default: throw new Error(String(drawMode));\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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"],
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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.\n// eslint-disable-next-line no-shadow\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 =\n imageBasedLightingEnvironment.diffuseEnvSampler.texture;\n parsedMaterial.bindings.u_SpecularEnvSampler =\n imageBasedLightingEnvironment.specularEnvSampler.texture;\n parsedMaterial.bindings.u_brdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;\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", "// luma.gl, MIT license\nimport { AsyncTexture } from '@luma.gl/engine';\nimport { loadImageTexture } from '@loaders.gl/textures';\n/** Loads textures for PBR environment */\nexport function loadPBREnvironment(device, props) {\n const brdfLutTexture = new AsyncTexture(device, {\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 new AsyncTexture(device, {\n id,\n dimension: 'cube',\n mipmaps: false,\n sampler,\n // @ts-expect-error\n data\n });\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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\";\nimport { convertGLDrawModeToTopology } from \"./gl-utils.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", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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\";\nconst SHADER = /* WGSL */ `\nlayout(0) positions: vec4; // in vec4 POSITION;\n\n #ifdef HAS_NORMALS\n in vec4 normals; // in vec4 NORMAL;\n #endif\n\n #ifdef HAS_TANGENTS\n in vec4 TANGENT;\n #endif\n\n #ifdef HAS_UV\n // in vec2 TEXCOORD_0;\n in vec2 texCoords;\n #endif\n\n@vertex\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\n@fragment\n out vec4 fragmentColor;\n\n void main(void) {\n vec3 pos = pbr_vPosition;\n fragmentColor = pbr_filterColor(vec4(1.0));\n }\n`;\n// TODO rename attributes to POSITION/NORMAL etc\n// See gpu-geometry.ts: getAttributeBuffersFromGeometry()\nconst vs = /* glsl */ `\\\n#version 300 es\n\n // in vec4 POSITION;\n in vec4 positions;\n\n #ifdef HAS_NORMALS\n // in vec4 NORMAL;\n in vec4 normals;\n #endif\n\n #ifdef HAS_TANGENTS\n in vec4 TANGENT;\n #endif\n\n #ifdef HAS_UV\n // in vec2 TEXCOORD_0;\n in 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 = /* glsl */ `\\\n#version 300 es\n out vec4 fragmentColor;\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 source: SHADER,\n vs,\n fs,\n geometry,\n topology: geometry.topology,\n vertexCount,\n modules: [pbr],\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}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\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.\n// eslint-disable-next-line no-shadow\nexport var 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 // prettier-ignore\n switch (drawMode) {\n case GLEnum.POINTS: return 'point-list';\n case GLEnum.LINES: return 'line-list';\n case GLEnum.LINE_STRIP: return 'line-strip';\n case GLEnum.TRIANGLES: return 'triangle-list';\n case GLEnum.TRIANGLE_STRIP: return 'triangle-strip';\n default: throw new Error(String(drawMode));\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { 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"],
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6
6
  "names": ["GLEnum", "import_engine", "import_core", "import_core", "import_core", "import_engine", "GLEnum"]
7
7
  }
@@ -1 +1 @@
1
- {"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,CAmDnB"}
1
+ {"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;AAiBF;;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,CAmDnB"}
@@ -2,6 +2,7 @@ import { log } from '@luma.gl/core';
2
2
  // NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from
3
3
  // `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid
4
4
  // conflicts with the `babel-plugin-inline-webgl-constants` plugin.
5
+ // eslint-disable-next-line no-shadow
5
6
  var GLEnum;
6
7
  (function (GLEnum) {
7
8
  GLEnum[GLEnum["FUNC_ADD"] = 32774] = "FUNC_ADD";
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@luma.gl/gltf",
3
- "version": "9.1.0-alpha.14",
3
+ "version": "9.1.0-alpha.16",
4
4
  "description": "glTF support for luma.gl",
5
5
  "type": "module",
6
6
  "license": "MIT",
@@ -40,14 +40,14 @@
40
40
  "prepublishOnly": "npm run build-minified-bundle && npm run build-dev-bundle"
41
41
  },
42
42
  "peerDependencies": {
43
- "@luma.gl/core": "9.1.0-alpha.10",
44
- "@luma.gl/engine": "9.1.0-alpha.10",
45
- "@luma.gl/shadertools": "9.1.0-alpha.10"
43
+ "@luma.gl/core": "9.1.0-alpha.14",
44
+ "@luma.gl/engine": "9.1.0-alpha.14",
45
+ "@luma.gl/shadertools": "9.1.0-alpha.14"
46
46
  },
47
47
  "dependencies": {
48
48
  "@loaders.gl/core": "^4.2.0",
49
49
  "@loaders.gl/textures": "^4.2.0",
50
50
  "@math.gl/core": "4.1.0-alpha.3"
51
51
  },
52
- "gitHead": "e6e014efa323dbcd7d3774e982e442b1bf2c93be"
52
+ "gitHead": "39eec40d12c826548b636c057fdb8572adfe611f"
53
53
  }
@@ -7,6 +7,7 @@ import {PrimitiveTopology} from '@luma.gl/core';
7
7
  // NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from
8
8
  // `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid
9
9
  // conflicts with the `babel-plugin-inline-webgl-constants` plugin.
10
+ // eslint-disable-next-line no-shadow
10
11
  export enum GLEnum {
11
12
  POINTS = 0x0,
12
13
  LINES = 0x1,
@@ -28,6 +28,7 @@ export type ParsedPBRMaterial = {
28
28
  // NOTE: Modules other than `@luma.gl/webgl` should not import `GL` from
29
29
  // `@luma.gl/constants`. Locally we use `GLEnum` instead of `GL` to avoid
30
30
  // conflicts with the `babel-plugin-inline-webgl-constants` plugin.
31
+ // eslint-disable-next-line no-shadow
31
32
  enum GLEnum {
32
33
  FUNC_ADD = 0x8006,
33
34
  ONE = 1,