@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.6

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 (693) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +19686 -0
  4. package/dist/dist.min.js +12180 -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 +107 -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 +99 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +133 -0
  48. package/dist/lib/shader-assembler-base.d.ts +52 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +128 -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 +200 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +69 -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 +221 -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 +501 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +71 -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 +473 -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 +128 -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-hooks.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-hooks.d.ts +45 -0
  94. package/dist/lib/shader-assembly/shader-hooks.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-hooks.js +84 -0
  96. package/dist/lib/shader-assembly/shader-hooks.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +180 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +34 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +183 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +417 -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 +412 -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-interface-scan.cjs +502 -0
  123. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  124. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  126. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  127. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  128. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  129. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  130. package/dist/lib/shader-generator/generate-shader.js +15 -0
  131. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  132. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  133. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  134. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  136. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  137. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  138. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  139. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  141. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  142. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  143. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  144. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  146. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  147. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  148. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  149. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  150. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  151. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  152. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  153. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  154. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  155. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  156. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  158. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  159. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  161. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module.cjs +105 -0
  163. package/dist/lib/shader-module/shader-module.d.ts +98 -0
  164. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  165. package/dist/lib/shader-module/shader-module.js +104 -0
  166. package/dist/lib/shader-module/shader-module.js.map +1 -0
  167. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  168. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  169. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-pass.js +5 -0
  171. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  172. package/dist/lib/shader-plugin.cjs +117 -0
  173. package/dist/lib/shader-plugin.d.ts +68 -0
  174. package/dist/lib/shader-plugin.d.ts.map +1 -0
  175. package/dist/lib/shader-plugin.js +98 -0
  176. package/dist/lib/shader-plugin.js.map +1 -0
  177. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  178. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  182. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  183. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
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  186. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  187. package/dist/lib/utils/assert.cjs +34 -0
  188. package/dist/lib/utils/assert.d.ts +2 -0
  189. package/dist/lib/utils/assert.d.ts.map +1 -0
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  196. package/dist/lib/utils/uniform-types.js.map +1 -0
  197. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  198. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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  577. package/src/lib/color/normalize-byte-colors.ts +57 -0
  578. package/src/lib/filters/prop-types.ts +150 -0
  579. package/src/lib/glsl-shader-assembler.ts +39 -0
  580. package/src/lib/glsl-utils/get-shader-info.ts +42 -0
  581. package/src/lib/glsl-utils/shader-utils.ts +110 -0
  582. package/src/lib/preprocessor/preprocessor.ts +132 -0
  583. package/src/lib/shader-assembler-base.ts +170 -0
  584. package/src/lib/shader-assembler.ts +7 -0
  585. package/src/lib/shader-assembly/assemble-glsl-shaders.ts +305 -0
  586. package/src/lib/shader-assembly/assemble-shaders.ts +13 -0
  587. package/src/lib/shader-assembly/assemble-wgsl-shaders.ts +801 -0
  588. package/src/lib/shader-assembly/platform-defines.ts +58 -0
  589. package/src/lib/shader-assembly/platform-info.ts +23 -0
  590. package/src/lib/shader-assembly/shader-assembly-shared.ts +95 -0
  591. package/src/lib/shader-assembly/shader-assembly-types.ts +142 -0
  592. package/src/lib/shader-assembly/shader-hooks.ts +141 -0
  593. package/src/lib/shader-assembly/shader-injections.ts +250 -0
  594. package/src/lib/shader-assembly/shader-plugin-varyings.ts +524 -0
  595. package/src/lib/shader-assembly/shader-plugin-vertex-inputs.ts +279 -0
  596. package/src/lib/shader-assembly/wgsl-binding-debug.ts +227 -0
  597. package/src/lib/shader-assembly/wgsl-binding-scan.ts +228 -0
  598. package/src/lib/shader-assembly/wgsl-interface-scan.ts +676 -0
  599. package/src/lib/shader-generator/generate-shader.ts +27 -0
  600. package/src/lib/shader-generator/glsl/generate-glsl.ts +101 -0
  601. package/src/lib/shader-generator/utils/capitalize.ts +12 -0
  602. package/src/lib/shader-generator/wgsl/generate-wgsl.ts +40 -0
  603. package/src/lib/shader-module/composite-shader-pass.ts +47 -0
  604. package/src/lib/shader-module/shader-module-dependencies.ts +128 -0
  605. package/src/lib/shader-module/shader-module-uniform-layout.ts +420 -0
  606. package/src/lib/shader-module/shader-module.ts +244 -0
  607. package/src/lib/shader-module/shader-pass.ts +69 -0
  608. package/src/lib/shader-plugin.ts +214 -0
  609. package/src/lib/shader-transpiler/shader-transpiler.ts +34 -0
  610. package/src/lib/shader-transpiler/transpile-glsl-shader.ts +78 -0
  611. package/src/lib/utils/assert.ts +13 -0
  612. package/src/lib/utils/uniform-types.ts +89 -0
  613. package/src/lib/wgsl-shader-assembler.ts +122 -0
  614. package/src/module-injectors.ts +32 -0
  615. package/src/modules/color/float-colors.ts +334 -0
  616. package/src/modules/engine/clip/clip.ts +149 -0
  617. package/src/modules/engine/filter/filter.ts +107 -0
  618. package/src/modules/engine/geometry/geometry.ts +45 -0
  619. package/src/modules/engine/gpu-animation/gpu-animation.ts +244 -0
  620. package/src/modules/engine/picking/README.md +88 -0
  621. package/src/modules/engine/picking/picking.ts +252 -0
  622. package/src/modules/engine/project/project.ts +166 -0
  623. package/src/modules/engine/skin/skin.ts +233 -0
  624. package/src/modules/engine/transform/transform.ts +50 -0
  625. package/src/modules/geometry/path-dash/path-dash.ts +68 -0
  626. package/src/modules/geometry/pattern-fill/pattern-fill-shaders.ts +88 -0
  627. package/src/modules/geometry/pattern-fill/pattern-fill.ts +54 -0
  628. package/src/modules/geometry/point-glow/point-glow.ts +87 -0
  629. package/src/modules/geometry/precipitation/README.md +19 -0
  630. package/src/modules/geometry/precipitation/precipitation.ts +108 -0
  631. package/src/modules/geometry/sketch-stroke/sketch-stroke.ts +160 -0
  632. package/src/modules/geospatial/dggs/dggs-wgsl.ts +2284 -0
  633. package/src/modules/geospatial/dggs/dggs.ts +12 -0
  634. package/src/modules/lighting/area-lighting/area-light-types.ts +71 -0
  635. package/src/modules/lighting/area-lighting/area-lighting-shaders.ts +72 -0
  636. package/src/modules/lighting/area-lighting/area-lighting.ts +63 -0
  637. package/src/modules/lighting/area-lighting/ltc-shaders.ts +163 -0
  638. package/src/modules/lighting/atmosphere/README.md +25 -0
  639. package/src/modules/lighting/atmosphere/atmosphere.ts +246 -0
  640. package/src/modules/lighting/clouds/README.md +24 -0
  641. package/src/modules/lighting/clouds/clouds.ts +216 -0
  642. package/src/modules/lighting/firefly/firefly.ts +64 -0
  643. package/src/modules/lighting/globe-clouds/globe-clouds.ts +124 -0
  644. package/src/modules/lighting/gouraud-material/gouraud-material.ts +55 -0
  645. package/src/modules/lighting/height-fog/README.md +36 -0
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  647. package/src/modules/lighting/height-fog/height-fog.ts +96 -0
  648. package/src/modules/lighting/ibl/ibl.ts +43 -0
  649. package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
  650. package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +61 -0
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  652. package/src/modules/lighting/lights/lighting-glsl.ts +92 -0
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  654. package/src/modules/lighting/lights/lighting.ts +385 -0
  655. package/src/modules/lighting/no-material/dirlight.ts +101 -0
  656. package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +1748 -0
  657. package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +2043 -0
  658. package/src/modules/lighting/pbr-material/pbr-material.ts +517 -0
  659. package/src/modules/lighting/pbr-material/pbr-projection.ts +50 -0
  660. package/src/modules/lighting/pbr-material/pbr-scene.ts +112 -0
  661. package/src/modules/lighting/phong-material/phong-material.ts +53 -0
  662. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +73 -0
  663. package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +129 -0
  664. package/src/modules/lighting/surface-weather/README.md +28 -0
  665. package/src/modules/lighting/surface-weather/surface-weather.ts +198 -0
  666. package/src/modules/lighting/water-material/river-water-material.ts +58 -0
  667. package/src/modules/lighting/water-material/river-water-shaders.ts +234 -0
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  669. package/src/modules/lighting/water-material/water-shaders-glsl.ts +233 -0
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  671. package/src/modules/math/fp16/fp16-utils.ts +156 -0
  672. package/src/modules/math/fp32/fp32.ts +291 -0
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  682. package/src/modules/math/value-noise/value-noise.ts +70 -0
  683. package/src/modules/volume/volume-raymarch.ts +87 -0
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  685. package/src/types/primitive-data-types.ts +10 -0
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  689. package/src/types/shader-type-decoder.ts +285 -0
  690. package/src/types/shader-types.ts +207 -0
  691. package/src/types/texture-formats.ts +155 -0
  692. package/src/types.ts +48 -0
  693. package/src/wgsl.ts +23 -0
@@ -0,0 +1,166 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import {Matrix4, Vector3} from '@math.gl/core';
6
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
7
+ import type {NumberArray3, NumberArray16} from '@math.gl/core';
8
+
9
+ const IDENTITY_MATRIX: Readonly<NumberArray16> = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
10
+
11
+ /**
12
+ * @note Projection uniforms are normally constant across draw calls,
13
+ * at least for each view.
14
+ */
15
+ export type ProjectionProps = {
16
+ viewMatrix?: Readonly<Matrix4 | NumberArray16>;
17
+ projectionMatrix?: Readonly<Matrix4 | NumberArray16>;
18
+ cameraPositionWorld?: Readonly<Vector3 | NumberArray3>;
19
+ };
20
+
21
+ /**
22
+ * @note Projection uniforms are normally constant across draw calls,
23
+ * at least for each view.
24
+ */
25
+ export type ProjectionUniforms = {
26
+ viewMatrix?: Readonly<Matrix4 | NumberArray16>;
27
+ projectionMatrix?: Readonly<Matrix4 | NumberArray16>;
28
+ viewProjectionMatrix?: Readonly<Matrix4 | NumberArray16>;
29
+ cameraPositionWorld?: Readonly<Vector3 | NumberArray3>;
30
+ };
31
+
32
+ const DEFAULT_MODULE_OPTIONS: Required<ProjectionUniforms> = {
33
+ viewMatrix: IDENTITY_MATRIX,
34
+ projectionMatrix: IDENTITY_MATRIX,
35
+ viewProjectionMatrix: IDENTITY_MATRIX,
36
+ cameraPositionWorld: [0, 0, 0]
37
+ };
38
+
39
+ function getUniforms(
40
+ opts: ProjectionProps = DEFAULT_MODULE_OPTIONS,
41
+ prevUniforms: ProjectionUniforms = {}
42
+ ): ProjectionUniforms {
43
+ // const viewProjectionInverse = viewProjection.invert();
44
+ // viewInverseMatrix: view.invert(),
45
+ // viewProjectionInverseMatrix: viewProjectionInverse
46
+
47
+ const uniforms: ProjectionUniforms = {};
48
+ if (opts.viewMatrix !== undefined) {
49
+ uniforms.viewMatrix = opts.viewMatrix;
50
+ }
51
+ if (opts.projectionMatrix !== undefined) {
52
+ uniforms.projectionMatrix = opts.projectionMatrix;
53
+ }
54
+ if (opts.cameraPositionWorld !== undefined) {
55
+ uniforms.cameraPositionWorld = opts.cameraPositionWorld;
56
+ }
57
+
58
+ // COMPOSITE UNIFORMS
59
+ if (opts.projectionMatrix !== undefined) {
60
+ if (opts.viewMatrix !== undefined) {
61
+ uniforms.viewProjectionMatrix = new Matrix4(uniforms.projectionMatrix).multiplyRight(
62
+ opts.viewMatrix
63
+ );
64
+ }
65
+ }
66
+
67
+ return uniforms;
68
+ }
69
+
70
+ /**
71
+ * Projection uniforms are normally constant across draw calls,
72
+ * at least for each view.
73
+ * @note varyings must match vertex shader
74
+ * @note project module uses unprefixed uniforms to match conventions
75
+ */
76
+ const vs = /* glsl */ `\
77
+ varying vec4 project_vPositionWorld;
78
+ varying vec3 project_vNormalWorld;
79
+
80
+ // Project uniform block
81
+ layout(std140) uniform Project {
82
+ mat4 viewMatrix;
83
+ mat4 projectionMatrix;
84
+ mat4 viewProjectionMatrix;
85
+ vec3 cameraPositionWorld;
86
+ } project;
87
+
88
+ struct World {
89
+ vec3 position;
90
+ vec3 normal;
91
+ };
92
+
93
+ World world;
94
+
95
+ void project_setPosition(vec4 position) {
96
+ project_vPositionWorld = position;
97
+ }
98
+
99
+ void project_setNormal(vec3 normal) {
100
+ project_vNormalWorld = normal;
101
+ }
102
+
103
+ void project_setPositionAndNormal_World(vec3 position, vec3 normal) {
104
+ world.position = position;
105
+ world.normal = normal;
106
+ }
107
+
108
+ void project_setPositionAndNormal_Model(vec3 position, vec3 normal, mat4 modelMatrix) {
109
+ world.position = (modelMatrix * vec4(position, 1.)).xyz;
110
+ world.normal = mat3(modelMatrix) * normal;
111
+ }
112
+
113
+ vec4 project_model_to_clipspace(vec4 position) {
114
+ return project.viewProjectionMatrix * position;
115
+ }
116
+
117
+ vec4 project_model_to_clipspace_Model(vec3 position, mat4 modelMatrix) {
118
+ return project.viewProjectionMatrix * modelMatrix * vec4(position, 1.);
119
+ }
120
+
121
+ vec4 project_world_to_clipspace(vec3 position) {
122
+ return project.viewProjectionMatrix * vec4(position, 1.);
123
+ }
124
+
125
+ vec4 project_view_to_clipspace(vec3 position) {
126
+ return project.projectionMatrix * vec4(position, 1.);
127
+ }
128
+
129
+ vec4 project_to_clipspace(vec3 position) {
130
+ return project.viewProjectionMatrix * vec4(position, 1.);
131
+ }
132
+ `;
133
+
134
+ /**
135
+ * Functions to get the position and normal from the vertex shader
136
+ * @note varyings must match vertex shader
137
+ */
138
+ const fs = /* glsl */ `\
139
+ varying vec4 project_vPositionWorld;
140
+ varying vec3 project_vNormalWorld;
141
+
142
+ vec4 project_getPosition_World() {
143
+ return project_vPositionWorld;
144
+ }
145
+
146
+ vec3 project_getNormal_World() {
147
+ return project_vNormalWorld;
148
+ }
149
+ `;
150
+
151
+ /**
152
+ * Projects coordinates
153
+ */
154
+ export const projection = {
155
+ name: 'projection',
156
+ // Note: order and types MUST match declarations in shader
157
+ uniformTypes: {
158
+ viewMatrix: 'mat4x4<f32>',
159
+ projectionMatrix: 'mat4x4<f32>',
160
+ viewProjectionMatrix: 'mat4x4<f32>',
161
+ cameraPositionWorld: 'vec3<f32>'
162
+ },
163
+ getUniforms,
164
+ vs,
165
+ fs
166
+ } as const satisfies ShaderModule<ProjectionProps, ProjectionUniforms>;
@@ -0,0 +1,233 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderBinding as Binding} from '../../../types';
6
+ import {Matrix4} from '@math.gl/core';
7
+
8
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
9
+
10
+ /** Fits comfortably inside the minimum portable WebGL uniform-block limit. */
11
+ export const SKIN_MAX_JOINTS = 64;
12
+
13
+ export const source = /* wgsl */ `
14
+ struct skinUniforms {
15
+ jointMatrix: array<mat4x4<f32>, ${SKIN_MAX_JOINTS}>,
16
+ };
17
+
18
+ @group(0) @binding(auto) var<uniform> skin: skinUniforms;
19
+
20
+ #ifdef HAS_INSTANCED_SKIN
21
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
22
+
23
+ fn getInstancedSkinMatrix(
24
+ weights: vec4f,
25
+ joints: vec4u,
26
+ instanceIndex: u32,
27
+ jointsPerInstance: u32
28
+ ) -> mat4x4<f32> {
29
+ let firstJoint = instanceIndex * jointsPerInstance;
30
+ return (weights.x * skinJointMatrices[firstJoint + joints.x])
31
+ + (weights.y * skinJointMatrices[firstJoint + joints.y])
32
+ + (weights.z * skinJointMatrices[firstJoint + joints.z])
33
+ + (weights.w * skinJointMatrices[firstJoint + joints.w]);
34
+ }
35
+ #else
36
+ #ifdef HAS_LARGE_SKIN
37
+ @group(0) @binding(auto) var<storage, read> skinJointMatrices: array<mat4x4<f32>>;
38
+ #endif
39
+ #endif
40
+
41
+ fn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {
42
+ #ifdef HAS_LARGE_SKIN
43
+ return (weights.x * skinJointMatrices[joints.x])
44
+ + (weights.y * skinJointMatrices[joints.y])
45
+ + (weights.z * skinJointMatrices[joints.z])
46
+ + (weights.w * skinJointMatrices[joints.w]);
47
+ #else
48
+ return (weights.x * skin.jointMatrix[joints.x])
49
+ + (weights.y * skin.jointMatrix[joints.y])
50
+ + (weights.z * skin.jointMatrix[joints.z])
51
+ + (weights.w * skin.jointMatrix[joints.w]);
52
+ #endif
53
+ }
54
+ `;
55
+
56
+ export const vs = /* glsl */ `\
57
+
58
+ layout(std140) uniform skinUniforms {
59
+ mat4 jointMatrix[SKIN_MAX_JOINTS];
60
+ } skin;
61
+
62
+ #ifdef HAS_INSTANCED_SKIN
63
+ uniform highp sampler2D skinJointMatrices;
64
+
65
+ mat4 getInstancedJointMatrix(uint jointIndex, uint instanceIndex) {
66
+ int firstColumn = int(jointIndex * 4u);
67
+ int row = int(instanceIndex);
68
+ return mat4(
69
+ texelFetch(skinJointMatrices, ivec2(firstColumn, row), 0),
70
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, row), 0),
71
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, row), 0),
72
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, row), 0)
73
+ );
74
+ }
75
+
76
+ mat4 getInstancedSkinMatrix(
77
+ vec4 weights,
78
+ uvec4 joints,
79
+ uint instanceIndex,
80
+ uint jointsPerInstance
81
+ ) {
82
+ return (weights.x * getInstancedJointMatrix(joints.x, instanceIndex))
83
+ + (weights.y * getInstancedJointMatrix(joints.y, instanceIndex))
84
+ + (weights.z * getInstancedJointMatrix(joints.z, instanceIndex))
85
+ + (weights.w * getInstancedJointMatrix(joints.w, instanceIndex));
86
+ }
87
+ #else
88
+ #ifdef HAS_LARGE_SKIN
89
+ uniform highp sampler2D skinJointMatrices;
90
+
91
+ mat4 getSkinJointMatrix(uint jointIndex) {
92
+ int firstColumn = int(jointIndex * 4u);
93
+ return mat4(
94
+ texelFetch(skinJointMatrices, ivec2(firstColumn, 0), 0),
95
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 1, 0), 0),
96
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 2, 0), 0),
97
+ texelFetch(skinJointMatrices, ivec2(firstColumn + 3, 0), 0)
98
+ );
99
+ }
100
+ #endif
101
+ #endif
102
+
103
+ mat4 getSkinMatrix(vec4 weights, uvec4 joints) {
104
+ #ifdef HAS_LARGE_SKIN
105
+ return (weights.x * getSkinJointMatrix(joints.x))
106
+ + (weights.y * getSkinJointMatrix(joints.y))
107
+ + (weights.z * getSkinJointMatrix(joints.z))
108
+ + (weights.w * getSkinJointMatrix(joints.w));
109
+ #else
110
+ return (weights.x * skin.jointMatrix[joints.x])
111
+ + (weights.y * skin.jointMatrix[joints.y])
112
+ + (weights.z * skin.jointMatrix[joints.z])
113
+ + (weights.w * skin.jointMatrix[joints.w]);
114
+ #endif
115
+ }
116
+
117
+ `;
118
+
119
+ export const fs = /* glsl */ `\
120
+ `;
121
+
122
+ export type SkinProps = {
123
+ /** Existing glTF scenegraph input retained for backwards compatibility. */
124
+ scenegraphsFromGLTF?: any;
125
+ /** Source skin selected when the scene contains more than one skeleton. */
126
+ skinIndex?: number;
127
+ /** Adapter-owned joint palette, already expressed in the skinned mesh's local space. */
128
+ jointMatrices?: Float32Array | readonly number[];
129
+ /** Instance-packed joint palettes: WebGPU storage buffer or WebGL float texture. */
130
+ skinJointMatrices?: Binding;
131
+ /** Optional mesh transform used to convert world-space joints into mesh-local space. */
132
+ meshWorldMatrix?: readonly number[];
133
+ };
134
+
135
+ export type SkinUniforms = {
136
+ jointMatrix?: any;
137
+ };
138
+
139
+ type SkinBindings = {
140
+ /** WebGPU read-only storage or WebGL vertex-sampled float texture. */
141
+ skinJointMatrices?: Binding;
142
+ };
143
+
144
+ export const skin = {
145
+ props: {} as SkinProps,
146
+ uniforms: {} as SkinUniforms,
147
+ bindings: {} as SkinBindings,
148
+
149
+ name: 'skin',
150
+ bindingLayout: [
151
+ {name: 'skin', group: 0},
152
+ {name: 'skinJointMatrices', group: 0, visibility: 1}
153
+ ],
154
+ dependencies: [],
155
+ source,
156
+ vs,
157
+ fs,
158
+
159
+ defines: {
160
+ SKIN_MAX_JOINTS
161
+ },
162
+
163
+ getUniforms: (
164
+ props: SkinProps = {},
165
+ _previousUniforms?: SkinUniforms
166
+ ): SkinUniforms & SkinBindings => {
167
+ const {
168
+ jointMatrices,
169
+ skinJointMatrices,
170
+ scenegraphsFromGLTF,
171
+ skinIndex = 0,
172
+ meshWorldMatrix
173
+ } = props;
174
+ const bindings = skinJointMatrices ? {skinJointMatrices} : {};
175
+ if (jointMatrices) {
176
+ return {jointMatrix: makeJointPalette(jointMatrices), ...bindings};
177
+ }
178
+
179
+ const sourceSkin = scenegraphsFromGLTF?.gltf?.skins?.[skinIndex];
180
+ if (!sourceSkin) {
181
+ return {jointMatrix: [], ...bindings};
182
+ }
183
+
184
+ const {inverseBindMatrices, joints, skeleton} = sourceSkin;
185
+ const nodeMap = scenegraphsFromGLTF.gltfNodeIndexToNodeMap;
186
+ const matrices = new Map<string, Matrix4>();
187
+ const root = skeleton === undefined ? undefined : nodeMap?.get(skeleton);
188
+ const roots = root ? [root] : scenegraphsFromGLTF.scenes || [];
189
+ for (const sceneRoot of roots) {
190
+ sceneRoot.preorderTraversal((node: {id: string}, {worldMatrix}: {worldMatrix: Matrix4}) => {
191
+ matrices.set(node.id, worldMatrix);
192
+ });
193
+ }
194
+
195
+ const inverseMeshMatrix = meshWorldMatrix ? new Matrix4(meshWorldMatrix).invert() : null;
196
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
197
+ const inverseBindValues = inverseBindMatrices?.value;
198
+
199
+ for (let jointIndex = 0; jointIndex < Math.min(joints.length, SKIN_MAX_JOINTS); jointIndex++) {
200
+ const jointNode = nodeMap?.get(joints[jointIndex]);
201
+ if (!jointNode) {
202
+ continue;
203
+ }
204
+
205
+ const worldMatrix = matrices.get(jointNode.id) || jointNode.matrix;
206
+ const jointMatrix = inverseMeshMatrix
207
+ ? new Matrix4(inverseMeshMatrix).multiplyRight(worldMatrix)
208
+ : new Matrix4(worldMatrix);
209
+ if (inverseBindValues && inverseBindValues.length >= (jointIndex + 1) * 16) {
210
+ jointMatrix.multiplyRight(
211
+ new Matrix4(Array.from(inverseBindValues.slice(jointIndex * 16, (jointIndex + 1) * 16)))
212
+ );
213
+ }
214
+ jointPalette.set(jointMatrix, jointIndex * 16);
215
+ }
216
+
217
+ return {jointMatrix: jointPalette, ...bindings};
218
+ },
219
+
220
+ uniformTypes: {
221
+ jointMatrix: ['mat4x4<f32>', SKIN_MAX_JOINTS]
222
+ }
223
+ } as const satisfies ShaderModule<SkinProps, SkinUniforms, SkinBindings>;
224
+
225
+ function makeJointPalette(jointMatrices: Float32Array | readonly number[]): Float32Array {
226
+ const jointPalette = new Float32Array(SKIN_MAX_JOINTS * 16);
227
+ jointPalette.set(
228
+ jointMatrices instanceof Float32Array
229
+ ? jointMatrices.subarray(0, jointPalette.length)
230
+ : jointMatrices.slice(0, jointPalette.length)
231
+ );
232
+ return jointPalette;
233
+ }
@@ -0,0 +1,50 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ const vs = /* glsl */ `\
6
+ attribute float transform_elementID;
7
+
8
+ // returns half of pixel size, used to move the pixel position to center of the pixel.
9
+ vec2 transform_getPixelSizeHalf(vec2 size) {
10
+ return vec2(1.) / (2. * size);
11
+ }
12
+
13
+ // returns current elements pixel indeces [x, y],
14
+ // where x ranges in [0 to texSize-1] and y ranges in [0 to texSize-1]
15
+ vec2 transform_getPixelIndices(vec2 texSize, vec2 pixelSizeHalf) {
16
+ // Add safe offset (half of pixel height) before doing floor
17
+ float yIndex = floor((transform_elementID / texSize[0]) + pixelSizeHalf[1]);
18
+ float xIndex = transform_elementID - (yIndex * texSize[0]);
19
+ return vec2(xIndex, yIndex);
20
+ }
21
+
22
+ // returns current elementID's texture co-ordianate
23
+ vec2 transform_getTexCoord(vec2 size) {
24
+ vec2 pixelSizeHalf = transform_getPixelSizeHalf(size);
25
+ vec2 indices = transform_getPixelIndices(size, pixelSizeHalf);
26
+ vec2 coord = indices / size + pixelSizeHalf;
27
+ return coord;
28
+ }
29
+
30
+ // returns current elementID's position
31
+ vec2 transform_getPos(vec2 size) {
32
+ vec2 texCoord = transform_getTexCoord(size);
33
+ // Change from [0 1] range to [-1 1]
34
+ vec2 pos = (texCoord * (2.0, 2.0)) - (1., 1.);
35
+ return pos;
36
+ }
37
+
38
+ // returns current elementID's pixel value
39
+ vec4 transform_getInput(sampler2D texSampler, vec2 size) {
40
+ vec2 texCoord = transform_getTexCoord(size);
41
+ vec4 textureColor = texture2D(texSampler, texCoord);
42
+ return textureColor;
43
+ }
44
+ `;
45
+
46
+ /** Private shader module used by `Transform` */
47
+ export const transform = {
48
+ name: 'transform',
49
+ vs
50
+ };
@@ -0,0 +1,68 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+
7
+ export type PathDashUniforms = {dashLength: number; gapLength: number; offset: number};
8
+ export type PathDashProps = Partial<PathDashUniforms>;
9
+ const DEFAULT_UNIFORMS: PathDashUniforms = {dashLength: 12, gapLength: 8, offset: 0};
10
+
11
+ /** Filtered dash coverage from cumulative path distance, independent of coordinate units. */
12
+ export const pathDash: ShaderModule<PathDashProps, PathDashUniforms> = {
13
+ name: 'pathDash',
14
+ bindingLayout: [{name: 'pathDash', group: 3}],
15
+ firstBindingSlot: 0,
16
+ uniformTypes: {dashLength: 'f32', gapLength: 'f32', offset: 'f32'},
17
+ defaultUniforms: DEFAULT_UNIFORMS,
18
+ getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
19
+ const uniforms = {...DEFAULT_UNIFORMS, ...previousUniforms};
20
+ if (props.dashLength !== undefined) uniforms.dashLength = Math.max(0, props.dashLength);
21
+ if (props.gapLength !== undefined) uniforms.gapLength = Math.max(0, props.gapLength);
22
+ if (props.offset !== undefined) uniforms.offset = props.offset;
23
+ return uniforms;
24
+ },
25
+ fs: /* glsl */ `
26
+ layout(std140) uniform pathDashUniforms {
27
+ float dashLength;
28
+ float gapLength;
29
+ float offset;
30
+ } pathDash;
31
+ float pathDash_integral(float coordinate, float fraction) {
32
+ return floor(coordinate) * fraction + min(fract(coordinate), fraction);
33
+ }
34
+ float pathDash_getCoverage(float distanceAlongPath) {
35
+ float period = max(pathDash.dashLength + pathDash.gapLength, 0.0001);
36
+ float coordinate = (distanceAlongPath + pathDash.offset) / period;
37
+ float extent = max(fwidth(coordinate), 0.0001);
38
+ float center = fract(coordinate);
39
+ float fraction = pathDash.dashLength / period;
40
+ float coverage = (pathDash_integral(center + extent * 0.5, fraction) - pathDash_integral(center - extent * 0.5, fraction)) / extent;
41
+ if (pathDash.gapLength <= 0.0) return 1.0;
42
+ if (pathDash.dashLength <= 0.0) return 0.0;
43
+ return clamp(coverage, 0.0, 1.0);
44
+ }
45
+ `,
46
+ source: /* wgsl */ `
47
+ struct pathDashUniforms {
48
+ dashLength: f32,
49
+ gapLength: f32,
50
+ offset: f32,
51
+ };
52
+ @group(3) @binding(auto) var<uniform> pathDash: pathDashUniforms;
53
+ fn pathDash_integral(coordinate: f32, fraction: f32) -> f32 {
54
+ return floor(coordinate) * fraction + min(fract(coordinate), fraction);
55
+ }
56
+ fn pathDash_getCoverage(distanceAlongPath: f32) -> f32 {
57
+ let period = max(pathDash.dashLength + pathDash.gapLength, 0.0001);
58
+ let coordinate = (distanceAlongPath + pathDash.offset) / period;
59
+ let extent = max(fwidth(coordinate), 0.0001);
60
+ let center = fract(coordinate);
61
+ let fraction = pathDash.dashLength / period;
62
+ let coverage = (pathDash_integral(center + extent * 0.5, fraction) - pathDash_integral(center - extent * 0.5, fraction)) / extent;
63
+ if (pathDash.gapLength <= 0.0) { return 1.0; }
64
+ if (pathDash.dashLength <= 0.0) { return 0.0; }
65
+ return clamp(coverage, 0.0, 1.0);
66
+ }
67
+ `
68
+ };
@@ -0,0 +1,88 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ export const PATTERN_FILL_GLSL = /* glsl */ `
6
+ layout(std140) uniform patternFillUniforms {
7
+ int patternType;
8
+ float spacing;
9
+ float width;
10
+ float angle;
11
+ vec2 offset;
12
+ } patternFill;
13
+
14
+ // Integral of a unit-period pulse. Filtering the integral preserves mean coverage at distance.
15
+ float patternFill_integral(float coordinate, float width) {
16
+ return floor(coordinate) * width + min(fract(coordinate), width);
17
+ }
18
+ float patternFill_stripe(float coordinate, float footprint, float width) {
19
+ float extent = max(footprint, 0.0001);
20
+ float center = fract(coordinate + width * 0.5);
21
+ return clamp((patternFill_integral(center + extent * 0.5, width) -
22
+ patternFill_integral(center - extent * 0.5, width)) / extent, 0.0, 1.0);
23
+ }
24
+
25
+ float patternFill_getCoverage(vec2 coordinates) {
26
+ float cosine = cos(patternFill.angle);
27
+ float sine = sin(patternFill.angle);
28
+ vec2 local = coordinates - patternFill.offset;
29
+ vec2 rotated = vec2(dot(local, vec2(cosine, sine)), dot(local, vec2(-sine, cosine)));
30
+ vec2 phase = rotated / max(patternFill.spacing, 0.0001);
31
+ // Evaluate derivatives before pattern selection so WGSL and GLSL use the same footprint.
32
+ vec2 footprint = fwidth(phase);
33
+ float width = clamp(patternFill.width, 0.0, 1.0);
34
+ float first = patternFill_stripe(phase.x, footprint.x, width);
35
+ float second = patternFill_stripe(phase.y, footprint.y, width);
36
+ vec2 cell = fract(phase + 0.5) - 0.5;
37
+ float radius = width * 0.5;
38
+ float dots = clamp(0.5 + (radius - length(cell)) / max(length(footprint), 0.0001), 0.0, 1.0);
39
+ float dotMean = 3.141592653589793 * radius * radius;
40
+ dots = mix(dots, dotMean, smoothstep(0.35, 1.0, max(footprint.x, footprint.y)));
41
+ if (width <= 0.0) return 0.0;
42
+ if (patternFill.patternType == 2) return dots;
43
+ if (patternFill.patternType == 1) return first + second - first * second;
44
+ return first;
45
+ }
46
+ `;
47
+
48
+ export const PATTERN_FILL_WGSL = /* wgsl */ `
49
+ struct patternFillUniforms {
50
+ patternType: i32,
51
+ spacing: f32,
52
+ width: f32,
53
+ angle: f32,
54
+ offset: vec2<f32>,
55
+ };
56
+ @group(3) @binding(auto) var<uniform> patternFill: patternFillUniforms;
57
+
58
+ fn patternFill_integral(coordinate: f32, width: f32) -> f32 {
59
+ return floor(coordinate) * width + min(fract(coordinate), width);
60
+ }
61
+ fn patternFill_stripe(coordinate: f32, footprint: f32, width: f32) -> f32 {
62
+ let extent = max(footprint, 0.0001);
63
+ let center = fract(coordinate + width * 0.5);
64
+ return clamp((patternFill_integral(center + extent * 0.5, width) -
65
+ patternFill_integral(center - extent * 0.5, width)) / extent, 0.0, 1.0);
66
+ }
67
+
68
+ fn patternFill_getCoverage(coordinates: vec2<f32>) -> f32 {
69
+ let cosine = cos(patternFill.angle);
70
+ let sine = sin(patternFill.angle);
71
+ let local = coordinates - patternFill.offset;
72
+ let rotated = vec2<f32>(dot(local, vec2<f32>(cosine, sine)), dot(local, vec2<f32>(-sine, cosine)));
73
+ let phase = rotated / max(patternFill.spacing, 0.0001);
74
+ let footprint = fwidth(phase);
75
+ let width = clamp(patternFill.width, 0.0, 1.0);
76
+ let first = patternFill_stripe(phase.x, footprint.x, width);
77
+ let second = patternFill_stripe(phase.y, footprint.y, width);
78
+ let cell = fract(phase + 0.5) - 0.5;
79
+ let radius = width * 0.5;
80
+ var dots = clamp(0.5 + (radius - length(cell)) / max(length(footprint), 0.0001), 0.0, 1.0);
81
+ let dotMean = 3.141592653589793 * radius * radius;
82
+ dots = mix(dots, dotMean, smoothstep(0.35, 1.0, max(footprint.x, footprint.y)));
83
+ if (width <= 0.0) { return 0.0; }
84
+ if (patternFill.patternType == 2) { return dots; }
85
+ if (patternFill.patternType == 1) { return first + second - first * second; }
86
+ return first;
87
+ }
88
+ `;
@@ -0,0 +1,54 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+ import {PATTERN_FILL_GLSL, PATTERN_FILL_WGSL} from './pattern-fill-shaders';
7
+
8
+ export type PatternFillUniforms = {
9
+ patternType: number;
10
+ spacing: number;
11
+ width: number;
12
+ angle: number;
13
+ offset: readonly [number, number];
14
+ };
15
+
16
+ export type PatternFillProps = Partial<Omit<PatternFillUniforms, 'patternType'>> & {
17
+ pattern?: 'hatch' | 'crosshatch' | 'dots';
18
+ };
19
+
20
+ const DEFAULT_UNIFORMS: PatternFillUniforms = {
21
+ patternType: 0,
22
+ spacing: 8,
23
+ width: 0.12,
24
+ angle: Math.PI / 4,
25
+ offset: [0, 0]
26
+ };
27
+
28
+ /** Fragment coverage for coordinate-anchored, filtered hatch and dot fills. */
29
+ export const patternFill: ShaderModule<PatternFillProps, PatternFillUniforms> = {
30
+ name: 'patternFill',
31
+ firstBindingSlot: 0,
32
+ bindingLayout: [{name: 'patternFill', group: 3}],
33
+ source: PATTERN_FILL_WGSL,
34
+ fs: PATTERN_FILL_GLSL,
35
+ uniformTypes: {
36
+ patternType: 'i32',
37
+ spacing: 'f32',
38
+ width: 'f32',
39
+ angle: 'f32',
40
+ offset: 'vec2<f32>'
41
+ },
42
+ defaultUniforms: DEFAULT_UNIFORMS,
43
+ getUniforms(props = {}, previousUniforms = DEFAULT_UNIFORMS) {
44
+ const uniforms = {...DEFAULT_UNIFORMS, ...previousUniforms};
45
+ if (props.pattern !== undefined) {
46
+ uniforms.patternType = {hatch: 0, crosshatch: 1, dots: 2}[props.pattern];
47
+ }
48
+ if (props.spacing !== undefined) uniforms.spacing = Math.max(props.spacing, 0.0001);
49
+ if (props.width !== undefined) uniforms.width = Math.min(1, Math.max(0, props.width));
50
+ if (props.angle !== undefined) uniforms.angle = props.angle;
51
+ if (props.offset !== undefined) uniforms.offset = props.offset;
52
+ return uniforms;
53
+ }
54
+ };