@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.5

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 (692) hide show
  1. package/README.md +25 -2
  2. package/dist/dist.dev.js +19686 -0
  3. package/dist/dist.min.js +12180 -0
  4. package/dist/glsl.cjs +33 -0
  5. package/dist/glsl.cjs.map +6 -0
  6. package/dist/glsl.d.ts +6 -0
  7. package/dist/glsl.d.ts.map +1 -0
  8. package/dist/glsl.js +7 -0
  9. package/dist/glsl.js.map +1 -0
  10. package/dist/index.cjs +243 -0
  11. package/dist/index.cjs.map +6 -0
  12. package/dist/index.d.ts +91 -0
  13. package/dist/index.d.ts.map +1 -0
  14. package/dist/index.js +65 -0
  15. package/dist/index.js.map +1 -0
  16. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  17. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  19. package/dist/lib/color/normalize-byte-colors.js +42 -0
  20. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  21. package/dist/lib/filters/prop-types.cjs +90 -0
  22. package/dist/lib/filters/prop-types.d.ts +44 -0
  23. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  24. package/dist/lib/filters/prop-types.js +96 -0
  25. package/dist/lib/filters/prop-types.js.map +1 -0
  26. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  27. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  29. package/dist/lib/glsl-shader-assembler.js +29 -0
  30. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  31. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  32. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  34. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  36. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  37. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  39. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  40. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  41. package/dist/lib/preprocessor/preprocessor.cjs +107 -0
  42. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  44. package/dist/lib/preprocessor/preprocessor.js +99 -0
  45. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  46. package/dist/lib/shader-assembler-base.cjs +133 -0
  47. package/dist/lib/shader-assembler-base.d.ts +52 -0
  48. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  49. package/dist/lib/shader-assembler-base.js +128 -0
  50. package/dist/lib/shader-assembler-base.js.map +1 -0
  51. package/dist/lib/shader-assembler.cjs +33 -0
  52. package/dist/lib/shader-assembler.d.ts +4 -0
  53. package/dist/lib/shader-assembler.d.ts.map +1 -0
  54. package/dist/lib/shader-assembler.js +7 -0
  55. package/dist/lib/shader-assembler.js.map +1 -0
  56. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +200 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +69 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +221 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  61. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  66. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +501 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +71 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +473 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  71. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  72. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  74. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  75. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  76. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  77. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  79. package/dist/lib/shader-assembly/platform-info.js +5 -0
  80. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  81. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  86. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +128 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  91. package/dist/lib/shader-assembly/shader-hooks.cjs +103 -0
  92. package/dist/lib/shader-assembly/shader-hooks.d.ts +45 -0
  93. package/dist/lib/shader-assembly/shader-hooks.d.ts.map +1 -0
  94. package/dist/lib/shader-assembly/shader-hooks.js +84 -0
  95. package/dist/lib/shader-assembly/shader-hooks.js.map +1 -0
  96. package/dist/lib/shader-assembly/shader-injections.cjs +180 -0
  97. package/dist/lib/shader-assembly/shader-injections.d.ts +34 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  99. package/dist/lib/shader-assembly/shader-injections.js +183 -0
  100. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  101. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +417 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.js +412 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  106. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  111. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  121. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  122. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  123. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  124. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  125. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  126. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  127. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  128. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  129. package/dist/lib/shader-generator/generate-shader.js +15 -0
  130. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  131. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  132. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  133. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  134. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  135. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  136. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  137. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  138. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  139. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  140. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  141. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  142. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  143. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  144. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  145. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  146. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  147. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  148. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  149. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  150. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  151. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  152. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  153. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  154. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  155. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  156. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  157. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  158. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  160. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
  161. package/dist/lib/shader-module/shader-module.cjs +105 -0
  162. package/dist/lib/shader-module/shader-module.d.ts +98 -0
  163. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  164. package/dist/lib/shader-module/shader-module.js +104 -0
  165. package/dist/lib/shader-module/shader-module.js.map +1 -0
  166. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  167. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  168. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  169. package/dist/lib/shader-module/shader-pass.js +5 -0
  170. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  171. package/dist/lib/shader-plugin.cjs +117 -0
  172. package/dist/lib/shader-plugin.d.ts +68 -0
  173. package/dist/lib/shader-plugin.d.ts.map +1 -0
  174. package/dist/lib/shader-plugin.js +98 -0
  175. package/dist/lib/shader-plugin.js.map +1 -0
  176. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  177. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
  178. package/dist/lib/shader-transpiler/shader-transpiler.d.ts.map +1 -0
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  180. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  181. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  182. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  183. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
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  185. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  186. package/dist/lib/utils/assert.cjs +34 -0
  187. package/dist/lib/utils/assert.d.ts +2 -0
  188. package/dist/lib/utils/assert.d.ts.map +1 -0
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  190. package/dist/lib/utils/assert.js.map +1 -0
  191. package/dist/lib/utils/uniform-types.cjs +15 -0
  192. package/dist/lib/utils/uniform-types.d.ts +18 -0
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  195. package/dist/lib/utils/uniform-types.js.map +1 -0
  196. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  197. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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@@ -0,0 +1,208 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { AREA_LIGHT_UNIFORM_TYPE, MAX_AREA_LIGHTS, packAreaLights } from "../area-lighting/area-light-types.js";
5
+ import { lightingUniformsGLSL } from "./lighting-glsl.js";
6
+ import { lightingUniformsWGSL } from "./lighting-wgsl.js";
7
+ import { normalizeByteColor3, resolveUseByteColors } from "../../../lib/color/normalize-byte-colors.js";
8
+ /** Max number of supported lights (in addition to ambient light */
9
+ const MAX_LIGHTS = 5;
10
+ const LIGHT_UNIFORM_TYPE = {
11
+ color: 'vec3<f32>',
12
+ position: 'vec3<f32>',
13
+ direction: 'vec3<f32>',
14
+ attenuation: 'vec3<f32>',
15
+ coneCos: 'vec2<f32>'
16
+ };
17
+ /**
18
+ * Portable lighting shader module shared by the Phong, Gouraud, and PBR material modules.
19
+ *
20
+ * The public JavaScript API accepts `lights: Light[]`, while the uniform buffer packs
21
+ * non-ambient lights into a fixed-size trailing array for portability across WebGL2 and WebGPU.
22
+ */
23
+ export const lighting = {
24
+ props: {},
25
+ uniforms: {},
26
+ name: 'lighting',
27
+ defines: {
28
+ // MAX_LIGHTS
29
+ },
30
+ uniformTypes: {
31
+ enabled: 'i32',
32
+ directionalLightCount: 'i32',
33
+ pointLightCount: 'i32',
34
+ spotLightCount: 'i32',
35
+ ambientColor: 'vec3<f32>',
36
+ lights: [LIGHT_UNIFORM_TYPE, MAX_LIGHTS],
37
+ areaLightCount: 'i32',
38
+ areaLights: [AREA_LIGHT_UNIFORM_TYPE, MAX_AREA_LIGHTS]
39
+ },
40
+ defaultUniforms: createDefaultLightingUniforms(),
41
+ bindingLayout: [{ name: 'lighting', group: 2 }],
42
+ firstBindingSlot: 0,
43
+ source: lightingUniformsWGSL,
44
+ vs: lightingUniformsGLSL,
45
+ fs: lightingUniformsGLSL,
46
+ getUniforms
47
+ };
48
+ function getUniforms(props, _prevUniforms = {}) {
49
+ // Copy props so we can modify
50
+ props = props ? { ...props } : props;
51
+ const areaLights = (props?.lights || []).filter((light) => light.type === 'rect' || light.type === 'disk');
52
+ // TODO legacy
53
+ if (!props) {
54
+ return createDefaultLightingUniforms();
55
+ }
56
+ // Support for array of lights. Type of light is detected by type field
57
+ if (props.lights) {
58
+ props = { ...props, ...extractLightTypes(props.lights), lights: undefined };
59
+ }
60
+ // Specify lights separately
61
+ const { useByteColors, ambientLight, pointLights, spotLights, directionalLights } = props || {};
62
+ const hasLights = ambientLight ||
63
+ (pointLights && pointLights.length > 0) ||
64
+ (spotLights && spotLights.length > 0) ||
65
+ (directionalLights && directionalLights.length > 0);
66
+ // TODO - this may not be the correct decision
67
+ if (!hasLights && areaLights.length === 0) {
68
+ return {
69
+ ...createDefaultLightingUniforms(),
70
+ enabled: 0
71
+ };
72
+ }
73
+ const uniforms = {
74
+ ...createDefaultLightingUniforms(),
75
+ ...getLightSourceUniforms({
76
+ useByteColors,
77
+ ambientLight,
78
+ pointLights,
79
+ spotLights,
80
+ directionalLights
81
+ })
82
+ };
83
+ uniforms.areaLightCount = Math.min(areaLights.length, MAX_AREA_LIGHTS);
84
+ uniforms.areaLights = packAreaLights(areaLights, resolveUseByteColors(props.useByteColors, true));
85
+ if (props.enabled !== undefined) {
86
+ uniforms.enabled = props.enabled ? 1 : 0;
87
+ }
88
+ return uniforms;
89
+ }
90
+ function getLightSourceUniforms({ useByteColors, ambientLight, pointLights = [], spotLights = [], directionalLights = [] }) {
91
+ const lights = createDefaultLightUniforms();
92
+ let currentLight = 0;
93
+ let pointLightCount = 0;
94
+ let spotLightCount = 0;
95
+ let directionalLightCount = 0;
96
+ for (const pointLight of pointLights) {
97
+ if (currentLight >= MAX_LIGHTS) {
98
+ break;
99
+ }
100
+ lights[currentLight] = {
101
+ ...lights[currentLight],
102
+ color: convertColor(pointLight, useByteColors),
103
+ position: pointLight.position,
104
+ attenuation: pointLight.attenuation || [1, 0, 0]
105
+ };
106
+ currentLight++;
107
+ pointLightCount++;
108
+ }
109
+ for (const spotLight of spotLights) {
110
+ if (currentLight >= MAX_LIGHTS) {
111
+ break;
112
+ }
113
+ lights[currentLight] = {
114
+ ...lights[currentLight],
115
+ color: convertColor(spotLight, useByteColors),
116
+ position: spotLight.position,
117
+ direction: spotLight.direction,
118
+ attenuation: spotLight.attenuation || [1, 0, 0],
119
+ coneCos: getSpotConeCos(spotLight)
120
+ };
121
+ currentLight++;
122
+ spotLightCount++;
123
+ }
124
+ for (const directionalLight of directionalLights) {
125
+ if (currentLight >= MAX_LIGHTS) {
126
+ break;
127
+ }
128
+ lights[currentLight] = {
129
+ ...lights[currentLight],
130
+ color: convertColor(directionalLight, useByteColors),
131
+ direction: directionalLight.direction
132
+ };
133
+ currentLight++;
134
+ directionalLightCount++;
135
+ }
136
+ if (pointLights.length + spotLights.length + directionalLights.length > MAX_LIGHTS) {
137
+ // biome-ignore lint/suspicious/noConsole: preserve the standalone module warning without a core logger.
138
+ console.warn(`MAX_LIGHTS exceeded, truncating to ${MAX_LIGHTS}`);
139
+ }
140
+ return {
141
+ ambientColor: convertColor(ambientLight, useByteColors),
142
+ directionalLightCount,
143
+ pointLightCount,
144
+ spotLightCount,
145
+ lights
146
+ };
147
+ }
148
+ function extractLightTypes(lights) {
149
+ const lightSources = { pointLights: [], spotLights: [], directionalLights: [] };
150
+ for (const light of lights || []) {
151
+ switch (light.type) {
152
+ case 'ambient':
153
+ // Note: Only uses last ambient light
154
+ // TODO - add ambient light sources on CPU?
155
+ lightSources.ambientLight = light;
156
+ break;
157
+ case 'directional':
158
+ lightSources.directionalLights?.push(light);
159
+ break;
160
+ case 'point':
161
+ lightSources.pointLights?.push(light);
162
+ break;
163
+ case 'spot':
164
+ lightSources.spotLights?.push(light);
165
+ break;
166
+ default:
167
+ // eslint-disable-next-line
168
+ // console.warn(light.type);
169
+ }
170
+ }
171
+ return lightSources;
172
+ }
173
+ /** Take color 0-255 and intensity as input and output 0.0-1.0 range */
174
+ function convertColor(colorDef = {}, useByteColors) {
175
+ const { color = [0, 0, 0], intensity = 1.0 } = colorDef;
176
+ const normalizedColor = normalizeByteColor3(color, resolveUseByteColors(useByteColors, true));
177
+ return normalizedColor.map(component => component * intensity);
178
+ }
179
+ function createDefaultLightingUniforms() {
180
+ return {
181
+ enabled: 1,
182
+ directionalLightCount: 0,
183
+ pointLightCount: 0,
184
+ spotLightCount: 0,
185
+ ambientColor: [0.1, 0.1, 0.1],
186
+ lights: createDefaultLightUniforms(),
187
+ areaLightCount: 0,
188
+ areaLights: packAreaLights([])
189
+ };
190
+ }
191
+ function createDefaultLightUniforms() {
192
+ return Array.from({ length: MAX_LIGHTS }, () => createDefaultLightUniform());
193
+ }
194
+ function createDefaultLightUniform() {
195
+ return {
196
+ color: [1, 1, 1],
197
+ position: [1, 1, 2],
198
+ direction: [1, 1, 1],
199
+ attenuation: [1, 0, 0],
200
+ coneCos: [1, 0]
201
+ };
202
+ }
203
+ function getSpotConeCos(spotLight) {
204
+ const innerConeAngle = spotLight.innerConeAngle ?? 0;
205
+ const outerConeAngle = spotLight.outerConeAngle ?? Math.PI / 4;
206
+ return [Math.cos(innerConeAngle), Math.cos(outerConeAngle)];
207
+ }
208
+ //# sourceMappingURL=lighting.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,112 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var dirlight_exports = {};
19
+ __export(dirlight_exports, {
20
+ SOURCE_WGSL: () => SOURCE_WGSL,
21
+ dirlight: () => dirlight
22
+ });
23
+ module.exports = __toCommonJS(dirlight_exports);
24
+ const SOURCE_WGSL = (
25
+ /* WGSL */
26
+ `struct dirlightUniforms {
27
+ lightDirection: vec3<f32>,
28
+ };
29
+
30
+ alias DirlightNormal = vec3<f32>;
31
+
32
+ struct DirlightInputs {
33
+ normal: DirlightNormal,
34
+ };
35
+
36
+ @group(2) @binding(auto) var<uniform> dirlight : dirlightUniforms;
37
+
38
+ // For vertex
39
+ fn dirlight_setNormal(normal: vec3<f32>) -> DirlightNormal {
40
+ return normalize(normal);
41
+ }
42
+
43
+ // Returns color attenuated by angle from light source
44
+ fn dirlight_filterColor(color: vec4<f32>, inputs: DirlightInputs) -> vec4<f32> {
45
+ // TODO - fix default light direction
46
+ // let lightDirection = dirlight.lightDirection;
47
+ let lightDirection = vec3<f32>(1, 1, 1);
48
+ let d: f32 = abs(dot(inputs.normal, normalize(lightDirection)));
49
+ return vec4<f32>(color.rgb * d, color.a);
50
+ }
51
+ `
52
+ );
53
+ const VS_GLSL = (
54
+ /* glsl */
55
+ `out vec3 dirlight_vNormal;
56
+
57
+ void dirlight_setNormal(vec3 normal) {
58
+ dirlight_vNormal = normalize(normal);
59
+ }
60
+ `
61
+ );
62
+ const FS_GLSL = (
63
+ /* glsl */
64
+ `layout(std140) uniform dirlightUniforms {
65
+ vec3 lightDirection;
66
+ } dirlight;
67
+
68
+ in vec3 dirlight_vNormal;
69
+
70
+ // Returns color attenuated by angle from light source
71
+ vec4 dirlight_filterColor(vec4 color) {
72
+ float d = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));
73
+ return vec4(color.rgb * d, color.a);
74
+ }
75
+ `
76
+ );
77
+ const dirlight = {
78
+ props: {},
79
+ uniforms: {},
80
+ name: "dirlight",
81
+ bindingLayout: [{ name: "dirlight", group: 2 }],
82
+ firstBindingSlot: 16,
83
+ dependencies: [],
84
+ source: SOURCE_WGSL,
85
+ vs: VS_GLSL,
86
+ fs: FS_GLSL,
87
+ // fragmentInputs: [
88
+ // {
89
+ // name: 'dirlight_vNormal',
90
+ // type: 'vec3<f32>'
91
+ // }
92
+ // ],
93
+ uniformTypes: {
94
+ lightDirection: "vec3<f32>"
95
+ },
96
+ defaultUniforms: {
97
+ lightDirection: [1, 1, 2]
98
+ },
99
+ getUniforms
100
+ };
101
+ function getUniforms(opts = dirlight.defaultUniforms) {
102
+ const uniforms = {};
103
+ if (opts.lightDirection) {
104
+ uniforms.lightDirection = opts.lightDirection;
105
+ }
106
+ return uniforms;
107
+ }
108
+ // Annotate the CommonJS export names for ESM import in node:
109
+ 0 && (module.exports = {
110
+ SOURCE_WGSL,
111
+ dirlight
112
+ });
@@ -0,0 +1,33 @@
1
+ import type { NumberArray3 } from '@math.gl/core';
2
+ export type DirlightProps = {
3
+ lightDirection?: NumberArray3;
4
+ };
5
+ export type DirlightUniforms = DirlightProps;
6
+ export declare const SOURCE_WGSL = "struct dirlightUniforms {\n lightDirection: vec3<f32>,\n};\n\nalias DirlightNormal = vec3<f32>;\n\nstruct DirlightInputs {\n normal: DirlightNormal,\n};\n\n@group(2) @binding(auto) var<uniform> dirlight : dirlightUniforms;\n\n// For vertex\nfn dirlight_setNormal(normal: vec3<f32>) -> DirlightNormal {\n return normalize(normal);\n}\n\n// Returns color attenuated by angle from light source\nfn dirlight_filterColor(color: vec4<f32>, inputs: DirlightInputs) -> vec4<f32> {\n // TODO - fix default light direction\n // let lightDirection = dirlight.lightDirection;\n let lightDirection = vec3<f32>(1, 1, 1);\n let d: f32 = abs(dot(inputs.normal, normalize(lightDirection)));\n return vec4<f32>(color.rgb * d, color.a);\n}\n";
7
+ /**
8
+ * Cheap lighting - single directional light, single dot product, one uniform
9
+ */
10
+ export declare const dirlight: {
11
+ readonly props: DirlightProps;
12
+ readonly uniforms: DirlightUniforms;
13
+ readonly name: "dirlight";
14
+ readonly bindingLayout: readonly [{
15
+ readonly name: "dirlight";
16
+ readonly group: 2;
17
+ }];
18
+ readonly firstBindingSlot: 16;
19
+ readonly dependencies: [];
20
+ readonly source: "struct dirlightUniforms {\n lightDirection: vec3<f32>,\n};\n\nalias DirlightNormal = vec3<f32>;\n\nstruct DirlightInputs {\n normal: DirlightNormal,\n};\n\n@group(2) @binding(auto) var<uniform> dirlight : dirlightUniforms;\n\n// For vertex\nfn dirlight_setNormal(normal: vec3<f32>) -> DirlightNormal {\n return normalize(normal);\n}\n\n// Returns color attenuated by angle from light source\nfn dirlight_filterColor(color: vec4<f32>, inputs: DirlightInputs) -> vec4<f32> {\n // TODO - fix default light direction\n // let lightDirection = dirlight.lightDirection;\n let lightDirection = vec3<f32>(1, 1, 1);\n let d: f32 = abs(dot(inputs.normal, normalize(lightDirection)));\n return vec4<f32>(color.rgb * d, color.a);\n}\n";
21
+ readonly vs: "out vec3 dirlight_vNormal;\n\nvoid dirlight_setNormal(vec3 normal) {\n dirlight_vNormal = normalize(normal);\n}\n";
22
+ readonly fs: "layout(std140) uniform dirlightUniforms {\n vec3 lightDirection;\n} dirlight;\n\nin vec3 dirlight_vNormal;\n\n// Returns color attenuated by angle from light source\nvec4 dirlight_filterColor(vec4 color) {\n float d = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));\n return vec4(color.rgb * d, color.a);\n}\n";
23
+ readonly uniformTypes: {
24
+ readonly lightDirection: "vec3<f32>";
25
+ };
26
+ readonly defaultUniforms: {
27
+ readonly lightDirection: [1, 1, 2];
28
+ };
29
+ readonly getUniforms: typeof getUniforms;
30
+ };
31
+ declare function getUniforms(opts?: DirlightProps): DirlightUniforms;
32
+ export {};
33
+ //# sourceMappingURL=dirlight.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"dirlight.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/no-material/dirlight.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,eAAe,CAAC;AAGhD,MAAM,MAAM,aAAa,GAAG;IAC1B,cAAc,CAAC,EAAE,YAAY,CAAC;CAC/B,CAAC;AAEF,MAAM,MAAM,gBAAgB,GAAG,aAAa,CAAC;AAG7C,eAAO,MAAM,WAAW,+tBA0BvB,CAAC;AAwBF;;GAEG;AACH,eAAO,MAAM,QAAQ;oBACN,aAAa;uBACV,gBAAgB;;;;;;;;;;;;;;;;;;CAuBgC,CAAC;AAEnE,iBAAS,WAAW,CAAC,IAAI,GAAE,aAAwC,GAAG,gBAAgB,CAMrF"}
@@ -0,0 +1,86 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ // TODO
5
+ export const SOURCE_WGSL = /* WGSL */ `\
6
+ struct dirlightUniforms {
7
+ lightDirection: vec3<f32>,
8
+ };
9
+
10
+ alias DirlightNormal = vec3<f32>;
11
+
12
+ struct DirlightInputs {
13
+ normal: DirlightNormal,
14
+ };
15
+
16
+ @group(2) @binding(auto) var<uniform> dirlight : dirlightUniforms;
17
+
18
+ // For vertex
19
+ fn dirlight_setNormal(normal: vec3<f32>) -> DirlightNormal {
20
+ return normalize(normal);
21
+ }
22
+
23
+ // Returns color attenuated by angle from light source
24
+ fn dirlight_filterColor(color: vec4<f32>, inputs: DirlightInputs) -> vec4<f32> {
25
+ // TODO - fix default light direction
26
+ // let lightDirection = dirlight.lightDirection;
27
+ let lightDirection = vec3<f32>(1, 1, 1);
28
+ let d: f32 = abs(dot(inputs.normal, normalize(lightDirection)));
29
+ return vec4<f32>(color.rgb * d, color.a);
30
+ }
31
+ `;
32
+ const VS_GLSL = /* glsl */ `\
33
+ out vec3 dirlight_vNormal;
34
+
35
+ void dirlight_setNormal(vec3 normal) {
36
+ dirlight_vNormal = normalize(normal);
37
+ }
38
+ `;
39
+ const FS_GLSL = /* glsl */ `\
40
+ layout(std140) uniform dirlightUniforms {
41
+ vec3 lightDirection;
42
+ } dirlight;
43
+
44
+ in vec3 dirlight_vNormal;
45
+
46
+ // Returns color attenuated by angle from light source
47
+ vec4 dirlight_filterColor(vec4 color) {
48
+ float d = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));
49
+ return vec4(color.rgb * d, color.a);
50
+ }
51
+ `;
52
+ /**
53
+ * Cheap lighting - single directional light, single dot product, one uniform
54
+ */
55
+ export const dirlight = {
56
+ props: {},
57
+ uniforms: {},
58
+ name: 'dirlight',
59
+ bindingLayout: [{ name: 'dirlight', group: 2 }],
60
+ firstBindingSlot: 16,
61
+ dependencies: [],
62
+ source: SOURCE_WGSL,
63
+ vs: VS_GLSL,
64
+ fs: FS_GLSL,
65
+ // fragmentInputs: [
66
+ // {
67
+ // name: 'dirlight_vNormal',
68
+ // type: 'vec3<f32>'
69
+ // }
70
+ // ],
71
+ uniformTypes: {
72
+ lightDirection: 'vec3<f32>'
73
+ },
74
+ defaultUniforms: {
75
+ lightDirection: [1, 1, 2]
76
+ },
77
+ getUniforms
78
+ };
79
+ function getUniforms(opts = dirlight.defaultUniforms) {
80
+ const uniforms = {};
81
+ if (opts.lightDirection) {
82
+ uniforms.lightDirection = opts.lightDirection;
83
+ }
84
+ return uniforms;
85
+ }
86
+ //# sourceMappingURL=dirlight.js.map
@@ -0,0 +1 @@
1
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