@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (699) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +19880 -0
  4. package/dist/dist.min.js +12192 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +243 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +91 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +65 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
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  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
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  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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  699. package/src/wgsl.ts +34 -0
@@ -0,0 +1,385 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import {
6
+ type AreaLight,
7
+ type AreaLightUniform,
8
+ AREA_LIGHT_UNIFORM_TYPE,
9
+ MAX_AREA_LIGHTS,
10
+ packAreaLights
11
+ } from '../area-lighting/area-light-types';
12
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
13
+ import {lightingUniformsGLSL} from './lighting-glsl';
14
+ import {lightingUniformsWGSL} from './lighting-wgsl';
15
+ import type {NumberArray2, NumberArray3} from '@math.gl/core';
16
+ import {normalizeByteColor3, resolveUseByteColors} from '../../../lib/color/normalize-byte-colors';
17
+
18
+ /** Max number of supported lights (in addition to ambient light */
19
+ const MAX_LIGHTS = 5;
20
+
21
+ /** Supported light source descriptions accepted by the lighting shader module. */
22
+ export type Light = AmbientLight | PointLight | SpotLight | DirectionalLight | AreaLight;
23
+
24
+ /** Ambient light contribution shared across the entire scene. */
25
+ export type AmbientLight = {
26
+ /** Discriminator used to identify ambient lights in `lights: Light[]`. */
27
+ type: 'ambient';
28
+ /** RGB light color in the existing `0..255` convention used by luma.gl materials. */
29
+ color?: Readonly<NumberArray3>;
30
+ /** Scalar intensity multiplier applied to the light color. */
31
+ intensity?: number;
32
+ };
33
+
34
+ /** Omnidirectional point light emitted from a world-space position. */
35
+ export type PointLight = {
36
+ /** Discriminator used to identify point lights in `lights: Light[]`. */
37
+ type: 'point';
38
+ /** World-space light position. */
39
+ position: Readonly<NumberArray3>;
40
+ /** RGB light color in the existing `0..255` convention used by luma.gl materials. */
41
+ color?: Readonly<NumberArray3>;
42
+ /** Scalar intensity multiplier applied to the light color. */
43
+ intensity?: number;
44
+ /** Constant, linear, and quadratic attenuation coefficients. */
45
+ attenuation?: Readonly<NumberArray3>;
46
+ };
47
+
48
+ /** Directional light defined only by its incoming world-space direction. */
49
+ export type DirectionalLight = {
50
+ /** Discriminator used to identify directional lights in `lights: Light[]`. */
51
+ type: 'directional';
52
+ /** World-space direction in which light travels. */
53
+ direction: Readonly<NumberArray3>;
54
+ /** RGB light color in the existing `0..255` convention used by luma.gl materials. */
55
+ color?: Readonly<NumberArray3>;
56
+ /** Scalar intensity multiplier applied to the light color. */
57
+ intensity?: number;
58
+ };
59
+
60
+ /** Cone-shaped light emitted from a position and focused along a direction. */
61
+ export type SpotLight = {
62
+ /** Discriminator used to identify spot lights in `lights: Light[]`. */
63
+ type: 'spot';
64
+ /** World-space light position. */
65
+ position: Readonly<NumberArray3>;
66
+ /** World-space light direction. */
67
+ direction: Readonly<NumberArray3>;
68
+ /** RGB light color in the existing `0..255` convention used by luma.gl materials. */
69
+ color?: Readonly<NumberArray3>;
70
+ /** Scalar intensity multiplier applied to the light color. */
71
+ intensity?: number;
72
+ /** Constant, linear, and quadratic attenuation coefficients. */
73
+ attenuation?: Readonly<NumberArray3>;
74
+ /** Inner spotlight cone angle in radians. */
75
+ innerConeAngle?: number;
76
+ /** Outer spotlight cone angle in radians. */
77
+ outerConeAngle?: number;
78
+ };
79
+
80
+ /** Public JavaScript props accepted by the `lighting` shader module. */
81
+ export type LightingProps = {
82
+ /** Enables or disables lighting calculations for the module. */
83
+ enabled?: boolean;
84
+ /** When true, light colors are interpreted as byte-style 0-255 values. */
85
+ useByteColors?: boolean;
86
+ /** Preferred API for supplying mixed ambient, point, spot, directional, rectangle, and disk lights. */
87
+ lights?: Light[];
88
+ /**
89
+ * Legacy ambient-light prop.
90
+ * @deprecated Use `lights` with `{type: 'ambient', ...}` entries instead.
91
+ */
92
+ ambientLight?: AmbientLight;
93
+ /**
94
+ * Legacy point-light prop.
95
+ * @deprecated Use `lights` with `{type: 'point', ...}` entries instead.
96
+ */
97
+ pointLights?: PointLight[];
98
+ /**
99
+ * Legacy spot-light prop.
100
+ * @deprecated Use `lights` with `{type: 'spot', ...}` entries instead.
101
+ */
102
+ spotLights?: SpotLight[];
103
+ /**
104
+ * Legacy directional-light prop.
105
+ * @deprecated Use `lights` with `{type: 'directional', ...}` entries instead.
106
+ */
107
+ directionalLights?: DirectionalLight[];
108
+ };
109
+
110
+ /** Packed per-light data written into the module's fixed-size uniform array. */
111
+ export type LightingLightUniform = {
112
+ /** Light color converted to normalized shader-space RGB. */
113
+ color: Readonly<NumberArray3>;
114
+ /** World-space light position or a default placeholder for non-positional lights. */
115
+ position: Readonly<NumberArray3>;
116
+ /** World-space light direction or a default placeholder for positional lights. */
117
+ direction: Readonly<NumberArray3>;
118
+ /** Constant, linear, and quadratic attenuation coefficients. */
119
+ attenuation: Readonly<NumberArray3>;
120
+ /** Cosines of the inner and outer spotlight cone angles. */
121
+ coneCos: Readonly<NumberArray2>;
122
+ };
123
+
124
+ /** Fully normalized uniform values produced by the `lighting` shader module. */
125
+ export type LightingUniforms = {
126
+ /** `1` when lighting is enabled, otherwise `0`. */
127
+ enabled: number;
128
+ /** Number of packed directional lights in the `lights` array. */
129
+ directionalLightCount: number;
130
+ /** Number of packed point lights in the `lights` array. */
131
+ pointLightCount: number;
132
+ /** Number of packed spot lights in the `lights` array. */
133
+ spotLightCount: number;
134
+ /** Accumulated ambient color converted to normalized shader-space RGB. */
135
+ ambientColor: Readonly<NumberArray3>;
136
+ /** Packed trailing array of non-ambient light structs. */
137
+ lights: ReadonlyArray<LightingLightUniform>;
138
+ areaLightCount: number;
139
+ areaLights: readonly AreaLightUniform[];
140
+ };
141
+
142
+ const LIGHT_UNIFORM_TYPE = {
143
+ color: 'vec3<f32>',
144
+ position: 'vec3<f32>',
145
+ direction: 'vec3<f32>',
146
+ attenuation: 'vec3<f32>',
147
+ coneCos: 'vec2<f32>'
148
+ } as const;
149
+
150
+ /**
151
+ * Portable lighting shader module shared by the Phong, Gouraud, and PBR material modules.
152
+ *
153
+ * The public JavaScript API accepts `lights: Light[]`, while the uniform buffer packs
154
+ * non-ambient lights into a fixed-size trailing array for portability across WebGL2 and WebGPU.
155
+ */
156
+ export const lighting = {
157
+ props: {} as LightingProps,
158
+ uniforms: {} as LightingUniforms,
159
+
160
+ name: 'lighting',
161
+
162
+ defines: {
163
+ // MAX_LIGHTS
164
+ },
165
+
166
+ uniformTypes: {
167
+ enabled: 'i32',
168
+ directionalLightCount: 'i32',
169
+ pointLightCount: 'i32',
170
+ spotLightCount: 'i32',
171
+ ambientColor: 'vec3<f32>',
172
+ lights: [LIGHT_UNIFORM_TYPE, MAX_LIGHTS],
173
+ areaLightCount: 'i32',
174
+ areaLights: [AREA_LIGHT_UNIFORM_TYPE, MAX_AREA_LIGHTS]
175
+ },
176
+
177
+ defaultUniforms: createDefaultLightingUniforms(),
178
+ bindingLayout: [{name: 'lighting', group: 2}],
179
+ firstBindingSlot: 0,
180
+ source: lightingUniformsWGSL,
181
+ vs: lightingUniformsGLSL,
182
+ fs: lightingUniformsGLSL,
183
+
184
+ getUniforms
185
+ } as const satisfies ShaderModule<LightingProps, LightingUniforms, {}>;
186
+
187
+ function getUniforms(
188
+ props?: LightingProps,
189
+ _prevUniforms: Partial<LightingUniforms> = {}
190
+ ): LightingUniforms {
191
+ // Copy props so we can modify
192
+ props = props ? {...props} : props;
193
+
194
+ const areaLights = (props?.lights || []).filter(
195
+ (light): light is AreaLight => light.type === 'rect' || light.type === 'disk'
196
+ );
197
+
198
+ // TODO legacy
199
+ if (!props) {
200
+ return createDefaultLightingUniforms();
201
+ }
202
+ // Support for array of lights. Type of light is detected by type field
203
+ if (props.lights) {
204
+ props = {...props, ...extractLightTypes(props.lights), lights: undefined};
205
+ }
206
+
207
+ // Specify lights separately
208
+ const {useByteColors, ambientLight, pointLights, spotLights, directionalLights} = props || {};
209
+ const hasLights =
210
+ ambientLight ||
211
+ (pointLights && pointLights.length > 0) ||
212
+ (spotLights && spotLights.length > 0) ||
213
+ (directionalLights && directionalLights.length > 0);
214
+
215
+ // TODO - this may not be the correct decision
216
+ if (!hasLights && areaLights.length === 0) {
217
+ return {
218
+ ...createDefaultLightingUniforms(),
219
+ enabled: 0
220
+ };
221
+ }
222
+
223
+ const uniforms = {
224
+ ...createDefaultLightingUniforms(),
225
+ ...getLightSourceUniforms({
226
+ useByteColors,
227
+ ambientLight,
228
+ pointLights,
229
+ spotLights,
230
+ directionalLights
231
+ })
232
+ };
233
+
234
+ uniforms.areaLightCount = Math.min(areaLights.length, MAX_AREA_LIGHTS);
235
+ uniforms.areaLights = packAreaLights(areaLights, resolveUseByteColors(props.useByteColors, true));
236
+
237
+ if (props.enabled !== undefined) {
238
+ uniforms.enabled = props.enabled ? 1 : 0;
239
+ }
240
+
241
+ return uniforms;
242
+ }
243
+
244
+ function getLightSourceUniforms({
245
+ useByteColors,
246
+ ambientLight,
247
+ pointLights = [],
248
+ spotLights = [],
249
+ directionalLights = []
250
+ }: LightingProps): Omit<LightingUniforms, 'enabled' | 'areaLightCount' | 'areaLights'> {
251
+ const lights = createDefaultLightUniforms();
252
+
253
+ let currentLight = 0;
254
+ let pointLightCount = 0;
255
+ let spotLightCount = 0;
256
+ let directionalLightCount = 0;
257
+
258
+ for (const pointLight of pointLights) {
259
+ if (currentLight >= MAX_LIGHTS) {
260
+ break;
261
+ }
262
+
263
+ lights[currentLight] = {
264
+ ...lights[currentLight],
265
+ color: convertColor(pointLight, useByteColors),
266
+ position: pointLight.position,
267
+ attenuation: pointLight.attenuation || [1, 0, 0]
268
+ };
269
+ currentLight++;
270
+ pointLightCount++;
271
+ }
272
+
273
+ for (const spotLight of spotLights) {
274
+ if (currentLight >= MAX_LIGHTS) {
275
+ break;
276
+ }
277
+
278
+ lights[currentLight] = {
279
+ ...lights[currentLight],
280
+ color: convertColor(spotLight, useByteColors),
281
+ position: spotLight.position,
282
+ direction: spotLight.direction,
283
+ attenuation: spotLight.attenuation || [1, 0, 0],
284
+ coneCos: getSpotConeCos(spotLight)
285
+ };
286
+ currentLight++;
287
+ spotLightCount++;
288
+ }
289
+
290
+ for (const directionalLight of directionalLights) {
291
+ if (currentLight >= MAX_LIGHTS) {
292
+ break;
293
+ }
294
+
295
+ lights[currentLight] = {
296
+ ...lights[currentLight],
297
+ color: convertColor(directionalLight, useByteColors),
298
+ direction: directionalLight.direction
299
+ };
300
+ currentLight++;
301
+ directionalLightCount++;
302
+ }
303
+
304
+ if (pointLights.length + spotLights.length + directionalLights.length > MAX_LIGHTS) {
305
+ // biome-ignore lint/suspicious/noConsole: preserve the standalone module warning without a core logger.
306
+ console.warn(`MAX_LIGHTS exceeded, truncating to ${MAX_LIGHTS}`);
307
+ }
308
+
309
+ return {
310
+ ambientColor: convertColor(ambientLight, useByteColors),
311
+ directionalLightCount,
312
+ pointLightCount,
313
+ spotLightCount,
314
+ lights
315
+ };
316
+ }
317
+
318
+ function extractLightTypes(lights: Light[]): LightingProps {
319
+ const lightSources: LightingProps = {pointLights: [], spotLights: [], directionalLights: []};
320
+ for (const light of lights || []) {
321
+ switch (light.type) {
322
+ case 'ambient':
323
+ // Note: Only uses last ambient light
324
+ // TODO - add ambient light sources on CPU?
325
+ lightSources.ambientLight = light;
326
+ break;
327
+ case 'directional':
328
+ lightSources.directionalLights?.push(light);
329
+ break;
330
+ case 'point':
331
+ lightSources.pointLights?.push(light);
332
+ break;
333
+ case 'spot':
334
+ lightSources.spotLights?.push(light);
335
+ break;
336
+ default:
337
+ // eslint-disable-next-line
338
+ // console.warn(light.type);
339
+ }
340
+ }
341
+ return lightSources;
342
+ }
343
+
344
+ /** Take color 0-255 and intensity as input and output 0.0-1.0 range */
345
+ function convertColor(
346
+ colorDef: {color?: Readonly<NumberArray3>; intensity?: number} = {},
347
+ useByteColors?: boolean
348
+ ): NumberArray3 {
349
+ const {color = [0, 0, 0], intensity = 1.0} = colorDef;
350
+ const normalizedColor = normalizeByteColor3(color, resolveUseByteColors(useByteColors, true));
351
+ return normalizedColor.map(component => component * intensity) as NumberArray3;
352
+ }
353
+
354
+ function createDefaultLightingUniforms(): LightingUniforms {
355
+ return {
356
+ enabled: 1,
357
+ directionalLightCount: 0,
358
+ pointLightCount: 0,
359
+ spotLightCount: 0,
360
+ ambientColor: [0.1, 0.1, 0.1],
361
+ lights: createDefaultLightUniforms(),
362
+ areaLightCount: 0,
363
+ areaLights: packAreaLights([])
364
+ };
365
+ }
366
+
367
+ function createDefaultLightUniforms(): LightingLightUniform[] {
368
+ return Array.from({length: MAX_LIGHTS}, () => createDefaultLightUniform());
369
+ }
370
+
371
+ function createDefaultLightUniform(): LightingLightUniform {
372
+ return {
373
+ color: [1, 1, 1],
374
+ position: [1, 1, 2],
375
+ direction: [1, 1, 1],
376
+ attenuation: [1, 0, 0],
377
+ coneCos: [1, 0]
378
+ };
379
+ }
380
+
381
+ function getSpotConeCos(spotLight: SpotLight): NumberArray2 {
382
+ const innerConeAngle = spotLight.innerConeAngle ?? 0;
383
+ const outerConeAngle = spotLight.outerConeAngle ?? Math.PI / 4;
384
+ return [Math.cos(innerConeAngle), Math.cos(outerConeAngle)];
385
+ }
@@ -0,0 +1,101 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {NumberArray3} from '@math.gl/core';
6
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
7
+
8
+ export type DirlightProps = {
9
+ lightDirection?: NumberArray3;
10
+ };
11
+
12
+ export type DirlightUniforms = DirlightProps;
13
+
14
+ // TODO
15
+ export const SOURCE_WGSL = /* WGSL */ `\
16
+ struct dirlightUniforms {
17
+ lightDirection: vec3<f32>,
18
+ };
19
+
20
+ alias DirlightNormal = vec3<f32>;
21
+
22
+ struct DirlightInputs {
23
+ normal: DirlightNormal,
24
+ };
25
+
26
+ @group(2) @binding(auto) var<uniform> dirlight : dirlightUniforms;
27
+
28
+ // For vertex
29
+ fn dirlight_setNormal(normal: vec3<f32>) -> DirlightNormal {
30
+ return normalize(normal);
31
+ }
32
+
33
+ // Returns color attenuated by angle from light source
34
+ fn dirlight_filterColor(color: vec4<f32>, inputs: DirlightInputs) -> vec4<f32> {
35
+ // TODO - fix default light direction
36
+ // let lightDirection = dirlight.lightDirection;
37
+ let lightDirection = vec3<f32>(1, 1, 1);
38
+ let d: f32 = abs(dot(inputs.normal, normalize(lightDirection)));
39
+ return vec4<f32>(color.rgb * d, color.a);
40
+ }
41
+ `;
42
+
43
+ const VS_GLSL = /* glsl */ `\
44
+ out vec3 dirlight_vNormal;
45
+
46
+ void dirlight_setNormal(vec3 normal) {
47
+ dirlight_vNormal = normalize(normal);
48
+ }
49
+ `;
50
+
51
+ const FS_GLSL = /* glsl */ `\
52
+ layout(std140) uniform dirlightUniforms {
53
+ vec3 lightDirection;
54
+ } dirlight;
55
+
56
+ in vec3 dirlight_vNormal;
57
+
58
+ // Returns color attenuated by angle from light source
59
+ vec4 dirlight_filterColor(vec4 color) {
60
+ float d = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));
61
+ return vec4(color.rgb * d, color.a);
62
+ }
63
+ `;
64
+
65
+ /**
66
+ * Cheap lighting - single directional light, single dot product, one uniform
67
+ */
68
+ export const dirlight = {
69
+ props: {} as DirlightProps,
70
+ uniforms: {} as DirlightUniforms,
71
+
72
+ name: 'dirlight',
73
+ bindingLayout: [{name: 'dirlight', group: 2}],
74
+ firstBindingSlot: 16,
75
+ dependencies: [],
76
+ source: SOURCE_WGSL,
77
+ vs: VS_GLSL,
78
+ fs: FS_GLSL,
79
+
80
+ // fragmentInputs: [
81
+ // {
82
+ // name: 'dirlight_vNormal',
83
+ // type: 'vec3<f32>'
84
+ // }
85
+ // ],
86
+ uniformTypes: {
87
+ lightDirection: 'vec3<f32>'
88
+ },
89
+ defaultUniforms: {
90
+ lightDirection: [1, 1, 2]
91
+ },
92
+ getUniforms
93
+ } as const satisfies ShaderModule<DirlightProps, DirlightUniforms>;
94
+
95
+ function getUniforms(opts: DirlightProps = dirlight.defaultUniforms): DirlightUniforms {
96
+ const uniforms: DirlightUniforms = {};
97
+ if (opts.lightDirection) {
98
+ uniforms.lightDirection = opts.lightDirection;
99
+ }
100
+ return uniforms;
101
+ }