@luma.gl/gltf 9.1.0-alpha.16 → 9.1.0-alpha.17
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.
- package/dist/dist.dev.js +53 -26
- package/dist/dist.min.js +5 -5
- package/dist/gltf/create-gltf-model.d.ts.map +1 -1
- package/dist/gltf/create-gltf-model.js +11 -6
- package/dist/gltf/gltf-instantiator.js +19 -1
- package/dist/index.cjs +47 -26
- package/dist/index.cjs.map +2 -2
- package/dist/pbr/parse-pbr-material.d.ts +4 -3
- package/dist/pbr/parse-pbr-material.d.ts.map +1 -1
- package/dist/pbr/parse-pbr-material.js +40 -40
- package/package.json +5 -5
- package/src/gltf/create-gltf-model.ts +13 -6
- package/src/gltf/gltf-instantiator.ts +20 -1
- package/src/pbr/parse-pbr-material.ts +50 -43
package/dist/index.cjs
CHANGED
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@@ -49,9 +49,9 @@ function parsePBRMaterial(device, material, attributes, options) {
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bindings: {},
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uniforms: {
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// TODO: find better values?
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-
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camera: [0, 0, 0],
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// Model should override
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-
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metallicRoughnessValues: [1, 1]
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// Default is 1 and 1
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},
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parameters: {},
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@@ -61,15 +61,15 @@ function parsePBRMaterial(device, material, attributes, options) {
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parsedMaterial.defines.USE_TEX_LOD = 1;
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const { imageBasedLightingEnvironment } = options;
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if (imageBasedLightingEnvironment) {
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-
parsedMaterial.bindings.
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parsedMaterial.bindings.
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parsedMaterial.bindings.
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parsedMaterial.uniforms.
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parsedMaterial.bindings.pbr_diffuseEnvSampler = imageBasedLightingEnvironment.diffuseEnvSampler.texture;
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parsedMaterial.bindings.pbr_specularEnvSampler = imageBasedLightingEnvironment.specularEnvSampler.texture;
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parsedMaterial.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;
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parsedMaterial.uniforms.scaleIBLAmbient = [1, 1];
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}
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if (options == null ? void 0 : options.pbrDebug) {
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parsedMaterial.defines.PBR_DEBUG = 1;
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-
parsedMaterial.uniforms.
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.scaleDiffBaseMR = [0, 0, 0, 0];
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parsedMaterial.uniforms.scaleFGDSpec = [0, 0, 0, 0];
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}
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if (attributes.NORMAL)
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parsedMaterial.defines.HAS_NORMALS = 1;
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@@ -87,29 +87,29 @@ function parsePBRMaterial(device, material, attributes, options) {
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return parsedMaterial;
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}
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function parseMaterial(device, material, parsedMaterial) {
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-
parsedMaterial.uniforms.
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parsedMaterial.uniforms.unlit = Boolean(material.unlit);
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if (material.pbrMetallicRoughness) {
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parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);
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}
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if (material.normalTexture) {
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addTexture(device, material.normalTexture, "
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addTexture(device, material.normalTexture, "pbr_normalSampler", "HAS_NORMALMAP", parsedMaterial);
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const { scale = 1 } = material.normalTexture;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.normalScale = scale;
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}
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if (material.occlusionTexture) {
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addTexture(device, material.occlusionTexture, "
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addTexture(device, material.occlusionTexture, "pbr_occlusionSampler", "HAS_OCCLUSIONMAP", parsedMaterial);
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const { strength = 1 } = material.occlusionTexture;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.occlusionStrength = strength;
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}
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if (material.emissiveTexture) {
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addTexture(device, material.emissiveTexture, "
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parsedMaterial.uniforms.
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addTexture(device, material.emissiveTexture, "pbr_emissiveSampler", "HAS_EMISSIVEMAP", parsedMaterial);
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parsedMaterial.uniforms.emissiveFactor = material.emissiveFactor || [0, 0, 0];
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}
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switch (material.alphaMode) {
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case "MASK":
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const { alphaCutoff = 0.5 } = material;
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parsedMaterial.defines.ALPHA_CUTOFF = 1;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.alphaCutoff = alphaCutoff;
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break;
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case "BLEND":
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import_core.log.warn("glTF BLEND alphaMode might not work well because it requires mesh sorting")();
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@@ -132,14 +132,14 @@ function parseMaterial(device, material, parsedMaterial) {
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}
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function parsePbrMetallicRoughness(device, pbrMetallicRoughness, parsedMaterial) {
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if (pbrMetallicRoughness.baseColorTexture) {
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addTexture(device, pbrMetallicRoughness.baseColorTexture, "
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addTexture(device, pbrMetallicRoughness.baseColorTexture, "pbr_baseColorSampler", "HAS_BASECOLORMAP", parsedMaterial);
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}
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
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if (pbrMetallicRoughness.metallicRoughnessTexture) {
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addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, "
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addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, "pbr_metallicRoughnessSampler", "HAS_METALROUGHNESSMAP", parsedMaterial);
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}
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const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;
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parsedMaterial.uniforms.
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parsedMaterial.uniforms.metallicRoughnessValues = [metallicFactor, roughnessFactor];
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}
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function addTexture(device, gltfTexture, uniformName, define = null, parsedMaterial) {
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var _a, _b;
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@@ -509,7 +509,7 @@ var vs = (
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#endif
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pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);
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gl_Position =
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gl_Position = pbrProjection.modelViewProjectionMatrix * positions;
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}
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`
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);
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@@ -543,14 +543,19 @@ function createGLTFModel(device, options) {
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geometry,
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topology: geometry.topology,
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vertexCount,
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modules: [import_shadertools.
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modules: [import_shadertools.pbrMaterial],
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...modelOptions,
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bindings: { ...parsedMaterial.bindings, ...modelOptions.bindings },
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defines: { ...parsedMaterial.defines, ...modelOptions.defines },
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parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters }
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uniforms: { ...parsedMaterial.uniforms, ...modelOptions.uniforms }
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parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters }
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};
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const model = new import_engine2.Model(device, modelProps);
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const { camera, ...pbrMaterialProps } = {
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...parsedMaterial.uniforms,
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...modelOptions.uniforms,
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...parsedMaterial.bindings,
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...modelOptions.bindings
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};
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model.shaderInputs.setProps({ pbrMaterial: pbrMaterialProps, pbrProjection: { camera } });
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return new import_engine2.ModelNode({ managedResources, model });
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}
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@@ -599,7 +604,7 @@ var GLTFInstantiator = class {
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this.options = { ...DEFAULT_OPTIONS, ...options };
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}
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instantiate(gltf) {
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this.gltf = gltf;
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this.gltf = deepCopy(gltf);
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const scenes = (gltf.scenes || []).map((scene) => this.createScene(scene));
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return scenes;
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}
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@@ -720,6 +725,22 @@ var GLTFInstantiator = class {
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return false;
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}
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};
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function deepCopy(object) {
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if (ArrayBuffer.isView(object) || object instanceof ArrayBuffer) {
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return object;
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}
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if (Array.isArray(object)) {
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return object.map(deepCopy);
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}
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if (object && typeof object === "object") {
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const result = {};
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for (const key in object) {
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result[key] = deepCopy(object[key]);
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}
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return result;
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}
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return object;
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}
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// dist/gltf/create-gltf-objects.js
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function createScenegraphsFromGLTF(device, gltf, options) {
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package/dist/index.cjs.map
CHANGED
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@@ -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.\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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4
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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 camera: [0, 0, 0], // Model should override\n 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.pbr_diffuseEnvSampler =\n imageBasedLightingEnvironment.diffuseEnvSampler.texture;\n parsedMaterial.bindings.pbr_specularEnvSampler =\n imageBasedLightingEnvironment.specularEnvSampler.texture;\n parsedMaterial.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;\n parsedMaterial.uniforms.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.scaleDiffBaseMR = [0, 0, 0, 0];\n parsedMaterial.uniforms.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.unlit = Boolean(material.unlit);\n if (material.pbrMetallicRoughness) {\n parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);\n }\n if (material.normalTexture) {\n addTexture(device, material.normalTexture, 'pbr_normalSampler', 'HAS_NORMALMAP', parsedMaterial);\n const { scale = 1 } = material.normalTexture;\n parsedMaterial.uniforms.normalScale = scale;\n }\n if (material.occlusionTexture) {\n addTexture(device, material.occlusionTexture, 'pbr_occlusionSampler', 'HAS_OCCLUSIONMAP', parsedMaterial);\n const { strength = 1 } = material.occlusionTexture;\n parsedMaterial.uniforms.occlusionStrength = strength;\n }\n if (material.emissiveTexture) {\n addTexture(device, material.emissiveTexture, 'pbr_emissiveSampler', 'HAS_EMISSIVEMAP', parsedMaterial);\n parsedMaterial.uniforms.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.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, 'pbr_baseColorSampler', 'HAS_BASECOLORMAP', parsedMaterial);\n }\n parsedMaterial.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];\n if (pbrMetallicRoughness.metallicRoughnessTexture) {\n addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, 'pbr_metallicRoughnessSampler', 'HAS_METALROUGHNESSMAP', parsedMaterial);\n }\n const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;\n parsedMaterial.uniforms.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 camera: [0, 0, 0], // Model should override\n\n 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.pbr_diffuseEnvSampler = imageBasedLightingEnvironment.getDiffuseEnvSampler();\n this.bindings.pbr_specularEnvSampler = imageBasedLightingEnvironment.getSpecularEnvSampler();\n this.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.getBrdfTexture();\n this.uniforms.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.scaleDiffBaseMR = [0, 0, 0, 0];\n this.uniforms.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.unlit = Boolean(material.unlit);\n\n if (material.pbrMetallicRoughness) {\n this.parsePbrMetallicRoughness(material.pbrMetallicRoughness);\n }\n if (material.normalTexture) {\n this.addTexture(material.normalTexture, 'pbr_normalSampler', 'HAS_NORMALMAP');\n\n const {scale = 1} = material.normalTexture;\n this.uniforms.normalScale = scale;\n }\n if (material.occlusionTexture) {\n this.addTexture(material.occlusionTexture, 'pbr_occlusionSampler', 'HAS_OCCLUSIONMAP');\n\n const {strength = 1} = material.occlusionTexture;\n this.uniforms.occlusionStrength = strength;\n }\n if (material.emissiveTexture) {\n this.addTexture(material.emissiveTexture, 'pbr_emissiveSampler', 'HAS_EMISSIVEMAP');\n this.uniforms.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.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 'pbr_baseColorSampler',\n 'HAS_BASECOLORMAP'\n );\n }\n this.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];\n\n if (pbrMetallicRoughness.metallicRoughnessTexture) {\n this.addTexture(\n pbrMetallicRoughness.metallicRoughnessTexture,\n 'pbr_metallicRoughnessSampler',\n 'HAS_METALROUGHNESSMAP'\n );\n }\n const {metallicFactor = 1, roughnessFactor = 1} = pbrMetallicRoughness;\n this.uniforms.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 = deepCopy(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/** Deeply copies a JS data structure */\nfunction deepCopy(object) {\n // don't copy binary data\n if (ArrayBuffer.isView(object) || object instanceof ArrayBuffer) {\n return object;\n }\n if (Array.isArray(object)) {\n return object.map(deepCopy);\n }\n if (object && typeof object === 'object') {\n const result = {};\n for (const key in object) {\n result[key] = deepCopy(object[key]);\n }\n return result;\n }\n return object;\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 { pbrMaterial } 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 = pbrProjection.modelViewProjectionMatrix * 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: [pbrMaterial],\n ...modelOptions,\n defines: { ...parsedMaterial.defines, ...modelOptions.defines },\n parameters: { ...parameters, ...parsedMaterial.parameters, ...modelOptions.parameters }\n };\n const model = new Model(device, modelProps);\n const { camera, ...pbrMaterialProps } = {\n ...parsedMaterial.uniforms,\n ...modelOptions.uniforms,\n ...parsedMaterial.bindings,\n ...modelOptions.bindings\n };\n model.shaderInputs.setProps({ pbrMaterial: pbrMaterialProps, pbrProjection: { camera } });\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
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"names": ["GLEnum", "import_engine", "import_core", "import_core", "import_core", "import_engine", "GLEnum"]
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7
7
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}
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@@ -1,5 +1,6 @@
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1
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-
import type { Device, Texture,
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1
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+
import type { Device, Texture, Parameters } from '@luma.gl/core';
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2
2
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import { PBREnvironment } from "./pbr-environment.js";
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3
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+
import { PBRMaterialBindings, PBRMaterialUniforms, PBRProjectionProps } from '@luma.gl/shadertools';
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3
4
|
export type ParsePBRMaterialOptions = {
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4
5
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/** Debug PBR shader */
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5
6
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pbrDebug?: boolean;
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@@ -12,8 +13,8 @@ export type ParsePBRMaterialOptions = {
|
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12
13
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};
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13
14
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export type ParsedPBRMaterial = {
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14
15
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readonly defines: Record<string, number | boolean>;
|
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15
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-
readonly bindings:
|
|
16
|
-
readonly uniforms:
|
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16
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+
readonly bindings: Partial<PBRMaterialBindings>;
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17
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+
readonly uniforms: Partial<PBRProjectionProps & PBRMaterialUniforms>;
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17
18
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readonly parameters: Parameters;
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18
19
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readonly glParameters: Record<string, any>;
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19
20
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/** List of all generated textures, makes it easy to destroy them later */
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@@ -1 +1 @@
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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,
|
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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,UAAU,EAAC,MAAM,eAAe,CAAC;AAE/D,OAAO,EAAC,cAAc,EAAC,6BAA0B;AACjD,OAAO,EAAC,mBAAmB,EAAE,mBAAmB,EAAE,kBAAkB,EAAC,MAAM,sBAAsB,CAAC;AAIlG,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,OAAO,CAAC,mBAAmB,CAAC,CAAC;IAChD,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC,kBAAkB,GAAG,mBAAmB,CAAC,CAAC;IACrE,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"}
|
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@@ -27,8 +27,8 @@ export function parsePBRMaterial(device, material, attributes, options) {
|
|
|
27
27
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bindings: {},
|
|
28
28
|
uniforms: {
|
|
29
29
|
// TODO: find better values?
|
|
30
|
-
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-
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30
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+
camera: [0, 0, 0], // Model should override
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+
metallicRoughnessValues: [1, 1] // Default is 1 and 1
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},
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parameters: {},
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glParameters: {},
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@@ -38,18 +38,18 @@ export function parsePBRMaterial(device, material, attributes, options) {
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parsedMaterial.defines.USE_TEX_LOD = 1;
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const { imageBasedLightingEnvironment } = options;
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if (imageBasedLightingEnvironment) {
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-
parsedMaterial.bindings.
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+
parsedMaterial.bindings.pbr_diffuseEnvSampler =
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imageBasedLightingEnvironment.diffuseEnvSampler.texture;
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43
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-
parsedMaterial.bindings.
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+
parsedMaterial.bindings.pbr_specularEnvSampler =
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imageBasedLightingEnvironment.specularEnvSampler.texture;
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45
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-
parsedMaterial.bindings.
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46
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-
parsedMaterial.uniforms.
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45
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+
parsedMaterial.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.brdfLutTexture.texture;
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46
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+
parsedMaterial.uniforms.scaleIBLAmbient = [1, 1];
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}
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if (options?.pbrDebug) {
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parsedMaterial.defines.PBR_DEBUG = 1;
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// Override final color for reference app visualization of various parameters in the lighting equation.
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51
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-
parsedMaterial.uniforms.
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52
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-
parsedMaterial.uniforms.
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51
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+
parsedMaterial.uniforms.scaleDiffBaseMR = [0, 0, 0, 0];
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52
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+
parsedMaterial.uniforms.scaleFGDSpec = [0, 0, 0, 0];
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}
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54
54
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if (attributes.NORMAL)
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parsedMaterial.defines.HAS_NORMALS = 1;
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@@ -68,29 +68,29 @@ export function parsePBRMaterial(device, material, attributes, options) {
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68
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}
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69
69
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/** Parse GLTF material record */
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70
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function parseMaterial(device, material, parsedMaterial) {
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71
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-
parsedMaterial.uniforms.
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71
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+
parsedMaterial.uniforms.unlit = Boolean(material.unlit);
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72
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if (material.pbrMetallicRoughness) {
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73
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parsePbrMetallicRoughness(device, material.pbrMetallicRoughness, parsedMaterial);
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74
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}
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75
75
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if (material.normalTexture) {
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76
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-
addTexture(device, material.normalTexture, '
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76
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+
addTexture(device, material.normalTexture, 'pbr_normalSampler', 'HAS_NORMALMAP', parsedMaterial);
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77
77
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const { scale = 1 } = material.normalTexture;
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78
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-
parsedMaterial.uniforms.
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78
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+
parsedMaterial.uniforms.normalScale = scale;
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79
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}
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if (material.occlusionTexture) {
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81
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-
addTexture(device, material.occlusionTexture, '
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81
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+
addTexture(device, material.occlusionTexture, 'pbr_occlusionSampler', 'HAS_OCCLUSIONMAP', parsedMaterial);
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const { strength = 1 } = material.occlusionTexture;
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83
|
-
parsedMaterial.uniforms.
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83
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+
parsedMaterial.uniforms.occlusionStrength = strength;
|
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84
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}
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85
85
|
if (material.emissiveTexture) {
|
|
86
|
-
addTexture(device, material.emissiveTexture, '
|
|
87
|
-
parsedMaterial.uniforms.
|
|
86
|
+
addTexture(device, material.emissiveTexture, 'pbr_emissiveSampler', 'HAS_EMISSIVEMAP', parsedMaterial);
|
|
87
|
+
parsedMaterial.uniforms.emissiveFactor = material.emissiveFactor || [0, 0, 0];
|
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88
88
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}
|
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89
89
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switch (material.alphaMode) {
|
|
90
90
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case 'MASK':
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91
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const { alphaCutoff = 0.5 } = material;
|
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92
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parsedMaterial.defines.ALPHA_CUTOFF = 1;
|
|
93
|
-
parsedMaterial.uniforms.
|
|
93
|
+
parsedMaterial.uniforms.alphaCutoff = alphaCutoff;
|
|
94
94
|
break;
|
|
95
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|
case 'BLEND':
|
|
96
96
|
log.warn('glTF BLEND alphaMode might not work well because it requires mesh sorting')();
|
|
@@ -116,14 +116,14 @@ function parseMaterial(device, material, parsedMaterial) {
|
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|
116
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|
/** Parse GLTF material sub record */
|
|
117
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|
function parsePbrMetallicRoughness(device, pbrMetallicRoughness, parsedMaterial) {
|
|
118
118
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if (pbrMetallicRoughness.baseColorTexture) {
|
|
119
|
-
addTexture(device, pbrMetallicRoughness.baseColorTexture, '
|
|
119
|
+
addTexture(device, pbrMetallicRoughness.baseColorTexture, 'pbr_baseColorSampler', 'HAS_BASECOLORMAP', parsedMaterial);
|
|
120
120
|
}
|
|
121
|
-
parsedMaterial.uniforms.
|
|
121
|
+
parsedMaterial.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
|
|
122
122
|
if (pbrMetallicRoughness.metallicRoughnessTexture) {
|
|
123
|
-
addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, '
|
|
123
|
+
addTexture(device, pbrMetallicRoughness.metallicRoughnessTexture, 'pbr_metallicRoughnessSampler', 'HAS_METALROUGHNESSMAP', parsedMaterial);
|
|
124
124
|
}
|
|
125
125
|
const { metallicFactor = 1, roughnessFactor = 1 } = pbrMetallicRoughness;
|
|
126
|
-
parsedMaterial.uniforms.
|
|
126
|
+
parsedMaterial.uniforms.metallicRoughnessValues = [metallicFactor, roughnessFactor];
|
|
127
127
|
}
|
|
128
128
|
/** Create a texture from a glTF texture/sampler/image combo and add it to bindings */
|
|
129
129
|
function addTexture(device, gltfTexture, uniformName, define = null, parsedMaterial) {
|
|
@@ -189,9 +189,9 @@ export class PBRMaterialParser {
|
|
|
189
189
|
|
|
190
190
|
this.uniforms = {
|
|
191
191
|
// TODO: find better values?
|
|
192
|
-
|
|
192
|
+
camera: [0, 0, 0], // Model should override
|
|
193
193
|
|
|
194
|
-
|
|
194
|
+
metallicRoughnessValues: [1, 1] // Default is 1 and 1
|
|
195
195
|
};
|
|
196
196
|
|
|
197
197
|
this.bindings = {};
|
|
@@ -200,17 +200,17 @@ export class PBRMaterialParser {
|
|
|
200
200
|
this.generatedTextures = [];
|
|
201
201
|
|
|
202
202
|
if (imageBasedLightingEnvironment) {
|
|
203
|
-
this.bindings.
|
|
204
|
-
this.bindings.
|
|
205
|
-
this.bindings.
|
|
206
|
-
this.uniforms.
|
|
203
|
+
this.bindings.pbr_diffuseEnvSampler = imageBasedLightingEnvironment.getDiffuseEnvSampler();
|
|
204
|
+
this.bindings.pbr_specularEnvSampler = imageBasedLightingEnvironment.getSpecularEnvSampler();
|
|
205
|
+
this.bindings.pbr_BrdfLUT = imageBasedLightingEnvironment.getBrdfTexture();
|
|
206
|
+
this.uniforms.scaleIBLAmbient = [1, 1];
|
|
207
207
|
}
|
|
208
208
|
|
|
209
209
|
if (pbrDebug) {
|
|
210
210
|
// Override final color for reference app visualization
|
|
211
211
|
// of various parameters in the lighting equation.
|
|
212
|
-
this.uniforms.
|
|
213
|
-
this.uniforms.
|
|
212
|
+
this.uniforms.scaleDiffBaseMR = [0, 0, 0, 0];
|
|
213
|
+
this.uniforms.scaleFGDSpec = [0, 0, 0, 0];
|
|
214
214
|
}
|
|
215
215
|
|
|
216
216
|
this.defineIfPresent(attributes.NORMAL, 'HAS_NORMALS');
|
|
@@ -242,31 +242,31 @@ export class PBRMaterialParser {
|
|
|
242
242
|
|
|
243
243
|
/** Parse GLTF material record *
|
|
244
244
|
parseMaterial(material) {
|
|
245
|
-
this.uniforms.
|
|
245
|
+
this.uniforms.unlit = Boolean(material.unlit);
|
|
246
246
|
|
|
247
247
|
if (material.pbrMetallicRoughness) {
|
|
248
248
|
this.parsePbrMetallicRoughness(material.pbrMetallicRoughness);
|
|
249
249
|
}
|
|
250
250
|
if (material.normalTexture) {
|
|
251
|
-
this.addTexture(material.normalTexture, '
|
|
251
|
+
this.addTexture(material.normalTexture, 'pbr_normalSampler', 'HAS_NORMALMAP');
|
|
252
252
|
|
|
253
253
|
const {scale = 1} = material.normalTexture;
|
|
254
|
-
this.uniforms.
|
|
254
|
+
this.uniforms.normalScale = scale;
|
|
255
255
|
}
|
|
256
256
|
if (material.occlusionTexture) {
|
|
257
|
-
this.addTexture(material.occlusionTexture, '
|
|
257
|
+
this.addTexture(material.occlusionTexture, 'pbr_occlusionSampler', 'HAS_OCCLUSIONMAP');
|
|
258
258
|
|
|
259
259
|
const {strength = 1} = material.occlusionTexture;
|
|
260
|
-
this.uniforms.
|
|
260
|
+
this.uniforms.occlusionStrength = strength;
|
|
261
261
|
}
|
|
262
262
|
if (material.emissiveTexture) {
|
|
263
|
-
this.addTexture(material.emissiveTexture, '
|
|
264
|
-
this.uniforms.
|
|
263
|
+
this.addTexture(material.emissiveTexture, 'pbr_emissiveSampler', 'HAS_EMISSIVEMAP');
|
|
264
|
+
this.uniforms.emissiveFactor = material.emissiveFactor || [0, 0, 0];
|
|
265
265
|
}
|
|
266
266
|
if (material.alphaMode === 'MASK') {
|
|
267
267
|
const {alphaCutoff = 0.5} = material;
|
|
268
268
|
this.defines.ALPHA_CUTOFF = 1;
|
|
269
|
-
this.uniforms.
|
|
269
|
+
this.uniforms.alphaCutoff = alphaCutoff;
|
|
270
270
|
} else if (material.alphaMode === 'BLEND') {
|
|
271
271
|
log.warn('BLEND alphaMode might not work well because it requires mesh sorting')();
|
|
272
272
|
Object.assign(this.parameters, {
|
|
@@ -282,21 +282,21 @@ export class PBRMaterialParser {
|
|
|
282
282
|
if (pbrMetallicRoughness.baseColorTexture) {
|
|
283
283
|
this.addTexture(
|
|
284
284
|
pbrMetallicRoughness.baseColorTexture,
|
|
285
|
-
'
|
|
285
|
+
'pbr_baseColorSampler',
|
|
286
286
|
'HAS_BASECOLORMAP'
|
|
287
287
|
);
|
|
288
288
|
}
|
|
289
|
-
this.uniforms.
|
|
289
|
+
this.uniforms.baseColorFactor = pbrMetallicRoughness.baseColorFactor || [1, 1, 1, 1];
|
|
290
290
|
|
|
291
291
|
if (pbrMetallicRoughness.metallicRoughnessTexture) {
|
|
292
292
|
this.addTexture(
|
|
293
293
|
pbrMetallicRoughness.metallicRoughnessTexture,
|
|
294
|
-
'
|
|
294
|
+
'pbr_metallicRoughnessSampler',
|
|
295
295
|
'HAS_METALROUGHNESSMAP'
|
|
296
296
|
);
|
|
297
297
|
}
|
|
298
298
|
const {metallicFactor = 1, roughnessFactor = 1} = pbrMetallicRoughness;
|
|
299
|
-
this.uniforms.
|
|
299
|
+
this.uniforms.metallicRoughnessValues = [metallicFactor, roughnessFactor];
|
|
300
300
|
}
|
|
301
301
|
|
|
302
302
|
/** Create a texture from a glTF texture/sampler/image combo and add it to bindings *
|