@luma.gl/shadertools 9.3.0-alpha.6 → 9.3.0-alpha.8

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 (152) hide show
  1. package/dist/dist.dev.js +2550 -330
  2. package/dist/dist.min.js +1803 -283
  3. package/dist/index.cjs +2495 -358
  4. package/dist/index.cjs.map +4 -4
  5. package/dist/index.d.ts +9 -2
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +3 -0
  8. package/dist/index.js.map +1 -1
  9. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -1
  10. package/dist/lib/preprocessor/preprocessor.js +4 -3
  11. package/dist/lib/preprocessor/preprocessor.js.map +1 -1
  12. package/dist/lib/shader-assembler.d.ts +10 -0
  13. package/dist/lib/shader-assembler.d.ts.map +1 -1
  14. package/dist/lib/shader-assembler.js +12 -2
  15. package/dist/lib/shader-assembler.js.map +1 -1
  16. package/dist/lib/shader-assembly/assemble-shaders.d.ts +23 -2
  17. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -1
  18. package/dist/lib/shader-assembly/assemble-shaders.js +211 -11
  19. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -1
  20. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  21. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  22. package/dist/lib/shader-assembly/wgsl-binding-debug.js +140 -0
  23. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  24. package/dist/lib/shader-generator/glsl/generate-glsl.js +3 -0
  25. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -1
  26. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -1
  27. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +3 -0
  28. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -1
  29. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +22 -0
  30. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
  31. package/dist/lib/shader-module/shader-module-uniform-layout.js +112 -0
  32. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
  33. package/dist/lib/shader-module/shader-module.d.ts +11 -5
  34. package/dist/lib/shader-module/shader-module.d.ts.map +1 -1
  35. package/dist/lib/shader-module/shader-module.js.map +1 -1
  36. package/dist/lib/utils/uniform-types.d.ts +11 -7
  37. package/dist/lib/utils/uniform-types.d.ts.map +1 -1
  38. package/dist/modules/engine/picking/picking.d.ts +3 -0
  39. package/dist/modules/engine/picking/picking.d.ts.map +1 -1
  40. package/dist/modules/engine/picking/picking.js +3 -0
  41. package/dist/modules/engine/picking/picking.js.map +1 -1
  42. package/dist/modules/engine/skin/skin.d.ts +7 -6
  43. package/dist/modules/engine/skin/skin.d.ts.map +1 -1
  44. package/dist/modules/engine/skin/skin.js +3 -5
  45. package/dist/modules/engine/skin/skin.js.map +1 -1
  46. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts +1 -0
  47. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts.map +1 -1
  48. package/dist/modules/lighting/gouraud-material/gouraud-material.js +3 -0
  49. package/dist/modules/lighting/gouraud-material/gouraud-material.js.map +1 -1
  50. package/dist/modules/lighting/ibl/ibl.d.ts +26 -0
  51. package/dist/modules/lighting/ibl/ibl.d.ts.map +1 -0
  52. package/dist/modules/lighting/ibl/ibl.js +33 -0
  53. package/dist/modules/lighting/ibl/ibl.js.map +1 -0
  54. package/dist/modules/lighting/lambert-material/lambert-material.d.ts +10 -0
  55. package/dist/modules/lighting/lambert-material/lambert-material.d.ts.map +1 -0
  56. package/dist/modules/lighting/lambert-material/lambert-material.js +33 -0
  57. package/dist/modules/lighting/lambert-material/lambert-material.js.map +1 -0
  58. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts +3 -0
  59. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts.map +1 -0
  60. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js +60 -0
  61. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js.map +1 -0
  62. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts +2 -0
  63. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts.map +1 -0
  64. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js +73 -0
  65. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js.map +1 -0
  66. package/dist/modules/lighting/lights/lighting-glsl.d.ts +1 -1
  67. package/dist/modules/lighting/lights/lighting-glsl.d.ts.map +1 -1
  68. package/dist/modules/lighting/lights/lighting-glsl.js +43 -55
  69. package/dist/modules/lighting/lights/lighting-glsl.js.map +1 -1
  70. package/dist/modules/lighting/lights/lighting-wgsl.d.ts +1 -1
  71. package/dist/modules/lighting/lights/lighting-wgsl.d.ts.map +1 -1
  72. package/dist/modules/lighting/lights/lighting-wgsl.js +43 -65
  73. package/dist/modules/lighting/lights/lighting-wgsl.js.map +1 -1
  74. package/dist/modules/lighting/lights/lighting.d.ts +104 -86
  75. package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
  76. package/dist/modules/lighting/lights/lighting.js +96 -83
  77. package/dist/modules/lighting/lights/lighting.js.map +1 -1
  78. package/dist/modules/lighting/no-material/dirlight.d.ts +7 -2
  79. package/dist/modules/lighting/no-material/dirlight.d.ts.map +1 -1
  80. package/dist/modules/lighting/no-material/dirlight.js +3 -1
  81. package/dist/modules/lighting/no-material/dirlight.js.map +1 -1
  82. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +1 -1
  83. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
  84. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +524 -28
  85. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
  86. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +2 -2
  87. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
  88. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +706 -50
  89. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
  90. package/dist/modules/lighting/pbr-material/pbr-material.d.ts +110 -61
  91. package/dist/modules/lighting/pbr-material/pbr-material.d.ts.map +1 -1
  92. package/dist/modules/lighting/pbr-material/pbr-material.js +85 -9
  93. package/dist/modules/lighting/pbr-material/pbr-material.js.map +1 -1
  94. package/dist/modules/lighting/pbr-material/pbr-projection.d.ts.map +1 -1
  95. package/dist/modules/lighting/pbr-material/pbr-projection.js +2 -1
  96. package/dist/modules/lighting/pbr-material/pbr-projection.js.map +1 -1
  97. package/dist/modules/lighting/phong-material/phong-material.d.ts +1 -0
  98. package/dist/modules/lighting/phong-material/phong-material.d.ts.map +1 -1
  99. package/dist/modules/lighting/phong-material/phong-material.js +4 -0
  100. package/dist/modules/lighting/phong-material/phong-material.js.map +1 -1
  101. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +2 -2
  102. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
  103. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +15 -4
  104. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js.map +1 -1
  105. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts +1 -1
  106. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts.map +1 -1
  107. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js +36 -5
  108. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js.map +1 -1
  109. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts +1 -1
  110. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts.map +1 -1
  111. package/dist/modules/math/fp64/fp64-arithmetic-glsl.js +41 -10
  112. package/dist/modules/math/fp64/fp64-arithmetic-glsl.js.map +1 -1
  113. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts +2 -0
  114. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts.map +1 -0
  115. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js +212 -0
  116. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js.map +1 -0
  117. package/dist/modules/math/fp64/fp64.d.ts +1 -0
  118. package/dist/modules/math/fp64/fp64.d.ts.map +1 -1
  119. package/dist/modules/math/fp64/fp64.js +8 -2
  120. package/dist/modules/math/fp64/fp64.js.map +1 -1
  121. package/package.json +3 -3
  122. package/src/index.ts +19 -2
  123. package/src/lib/preprocessor/preprocessor.ts +6 -3
  124. package/src/lib/shader-assembler.ts +17 -2
  125. package/src/lib/shader-assembly/assemble-shaders.ts +377 -12
  126. package/src/lib/shader-assembly/wgsl-binding-debug.ts +216 -0
  127. package/src/lib/shader-generator/glsl/generate-glsl.ts +7 -1
  128. package/src/lib/shader-generator/wgsl/generate-wgsl.ts +6 -0
  129. package/src/lib/shader-module/shader-module-uniform-layout.ts +194 -0
  130. package/src/lib/shader-module/shader-module.ts +16 -6
  131. package/src/lib/utils/uniform-types.ts +24 -9
  132. package/src/modules/engine/picking/picking.ts +3 -0
  133. package/src/modules/engine/skin/skin.ts +3 -5
  134. package/src/modules/lighting/gouraud-material/gouraud-material.ts +4 -0
  135. package/src/modules/lighting/ibl/ibl.ts +44 -0
  136. package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
  137. package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +61 -0
  138. package/src/modules/lighting/lambert-material/lambert-shaders-wgsl.ts +73 -0
  139. package/src/modules/lighting/lights/lighting-glsl.ts +43 -55
  140. package/src/modules/lighting/lights/lighting-wgsl.ts +43 -65
  141. package/src/modules/lighting/lights/lighting.ts +186 -123
  142. package/src/modules/lighting/no-material/dirlight.ts +3 -1
  143. package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +524 -28
  144. package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +706 -50
  145. package/src/modules/lighting/pbr-material/pbr-material.ts +111 -18
  146. package/src/modules/lighting/pbr-material/pbr-projection.ts +2 -1
  147. package/src/modules/lighting/phong-material/phong-material.ts +5 -0
  148. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +15 -4
  149. package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +36 -5
  150. package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +41 -10
  151. package/src/modules/math/fp64/fp64-arithmetic-wgsl.ts +212 -0
  152. package/src/modules/math/fp64/fp64.ts +9 -3
@@ -32,7 +32,13 @@ function generateGLSLUniformDeclarations(
32
32
  }
33
33
 
34
34
  for (const [uniformName, uniformFormat] of Object.entries(module.uniformTypes || {})) {
35
- const glslUniformType = getGLSLUniformType(uniformFormat);
35
+ if (typeof uniformFormat !== 'string') {
36
+ throw new Error(
37
+ `Composite uniform types are not supported by GLSL shader generation: ${module.name}.${uniformName}`
38
+ );
39
+ }
40
+
41
+ const glslUniformType = getGLSLUniformType(uniformFormat as UniformFormat);
36
42
  switch (options.uniforms) {
37
43
  case 'scoped-interface-blocks':
38
44
  // => uniform UniformBlockName {
@@ -23,6 +23,12 @@ export function generateWGSLUniformDeclarations(
23
23
  wgsl.push(`struct ${capitalize(module.name)} {`);
24
24
 
25
25
  for (const [uniformName, uniformFormat] of Object.entries(module?.uniformTypes || {})) {
26
+ if (typeof uniformFormat !== 'string') {
27
+ throw new Error(
28
+ `Composite uniform types are not supported by WGSL shader generation: ${module.name}.${uniformName}`
29
+ );
30
+ }
31
+
26
32
  const wgslUniformType = uniformFormat;
27
33
  wgsl.push(` ${uniformName} : ${wgslUniformType};`);
28
34
  }
@@ -0,0 +1,194 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
5
+ import type {ShaderModule} from './shader-module';
6
+ import {assert} from '../utils/assert';
7
+
8
+ export type ShaderModuleUniformLayoutStage = 'vertex' | 'fragment' | 'wgsl';
9
+
10
+ export type ShaderModuleUniformLayoutValidationResult = {
11
+ moduleName: string;
12
+ uniformBlockName: string;
13
+ stage: ShaderModuleUniformLayoutStage;
14
+ expectedUniformNames: string[];
15
+ actualUniformNames: string[];
16
+ matches: boolean;
17
+ };
18
+
19
+ type Logger = {
20
+ error?: (...args: unknown[]) => () => unknown;
21
+ };
22
+
23
+ export function getShaderModuleUniformBlockName(module: ShaderModule): string {
24
+ return `${module.name}Uniforms`;
25
+ }
26
+
27
+ export function getShaderModuleUniformBlockFields(
28
+ module: ShaderModule,
29
+ stage: ShaderModuleUniformLayoutStage
30
+ ): string[] | null {
31
+ const shaderSource =
32
+ stage === 'wgsl' ? module.source : stage === 'vertex' ? module.vs : module.fs;
33
+
34
+ if (!shaderSource) {
35
+ return null;
36
+ }
37
+
38
+ const uniformBlockName = getShaderModuleUniformBlockName(module);
39
+ return extractShaderUniformBlockFieldNames(
40
+ shaderSource,
41
+ stage === 'wgsl' ? 'wgsl' : 'glsl',
42
+ uniformBlockName
43
+ );
44
+ }
45
+
46
+ export function getShaderModuleUniformLayoutValidationResult(
47
+ module: ShaderModule,
48
+ stage: ShaderModuleUniformLayoutStage
49
+ ): ShaderModuleUniformLayoutValidationResult | null {
50
+ const expectedUniformNames = Object.keys(module.uniformTypes || {});
51
+ if (!expectedUniformNames.length) {
52
+ return null;
53
+ }
54
+
55
+ const actualUniformNames = getShaderModuleUniformBlockFields(module, stage);
56
+ if (!actualUniformNames) {
57
+ return null;
58
+ }
59
+
60
+ return {
61
+ moduleName: module.name,
62
+ uniformBlockName: getShaderModuleUniformBlockName(module),
63
+ stage,
64
+ expectedUniformNames,
65
+ actualUniformNames,
66
+ matches: areStringArraysEqual(expectedUniformNames, actualUniformNames)
67
+ };
68
+ }
69
+
70
+ export function validateShaderModuleUniformLayout(
71
+ module: ShaderModule,
72
+ stage: ShaderModuleUniformLayoutStage,
73
+ options: {
74
+ log?: Logger;
75
+ throwOnError?: boolean;
76
+ } = {}
77
+ ): ShaderModuleUniformLayoutValidationResult | null {
78
+ const validationResult = getShaderModuleUniformLayoutValidationResult(module, stage);
79
+ if (!validationResult || validationResult.matches) {
80
+ return validationResult;
81
+ }
82
+
83
+ const message = formatShaderModuleUniformLayoutError(validationResult);
84
+ options.log?.error?.(message, validationResult)();
85
+
86
+ if (options.throwOnError !== false) {
87
+ assert(false, message);
88
+ }
89
+
90
+ return validationResult;
91
+ }
92
+
93
+ function extractShaderUniformBlockFieldNames(
94
+ shaderSource: string,
95
+ language: 'glsl' | 'wgsl',
96
+ uniformBlockName: string
97
+ ): string[] | null {
98
+ const sourceBody =
99
+ language === 'wgsl'
100
+ ? extractWGSLStructBody(shaderSource, uniformBlockName)
101
+ : extractGLSLUniformBlockBody(shaderSource, uniformBlockName);
102
+
103
+ if (!sourceBody) {
104
+ return null;
105
+ }
106
+
107
+ const fieldNames: string[] = [];
108
+
109
+ for (const sourceLine of sourceBody.split('\n')) {
110
+ const line = sourceLine.replace(/\/\/.*$/, '').trim();
111
+ if (!line || line.startsWith('#')) {
112
+ continue;
113
+ }
114
+
115
+ const fieldMatch =
116
+ language === 'wgsl'
117
+ ? line.match(/^([A-Za-z0-9_]+)\s*:/)
118
+ : line.match(
119
+ /^(?:uniform\s+)?[A-Za-z0-9_]+(?:<[^>]+>)?\s+([A-Za-z0-9_]+)(?:\s*\[[^\]]+\])?\s*;/
120
+ );
121
+
122
+ if (fieldMatch) {
123
+ fieldNames.push(fieldMatch[1]);
124
+ }
125
+ }
126
+
127
+ return fieldNames;
128
+ }
129
+
130
+ function extractWGSLStructBody(shaderSource: string, uniformBlockName: string): string | null {
131
+ const structMatch = new RegExp(`\\bstruct\\s+${uniformBlockName}\\b`, 'm').exec(shaderSource);
132
+ if (!structMatch) {
133
+ return null;
134
+ }
135
+
136
+ const openBraceIndex = shaderSource.indexOf('{', structMatch.index);
137
+ if (openBraceIndex < 0) {
138
+ return null;
139
+ }
140
+
141
+ let braceDepth = 0;
142
+ for (let index = openBraceIndex; index < shaderSource.length; index++) {
143
+ const character = shaderSource[index];
144
+ if (character === '{') {
145
+ braceDepth++;
146
+ continue;
147
+ }
148
+ if (character !== '}') {
149
+ continue;
150
+ }
151
+
152
+ braceDepth--;
153
+ if (braceDepth === 0) {
154
+ return shaderSource.slice(openBraceIndex + 1, index);
155
+ }
156
+ }
157
+
158
+ return null;
159
+ }
160
+
161
+ function extractGLSLUniformBlockBody(
162
+ shaderSource: string,
163
+ uniformBlockName: string
164
+ ): string | null {
165
+ const sourceMatch = shaderSource.match(
166
+ new RegExp(`uniform\\s+${uniformBlockName}\\s*\\{([\\s\\S]*?)\\}\\s*[A-Za-z0-9_]+\\s*;`, 'm')
167
+ );
168
+
169
+ return sourceMatch?.[1] || null;
170
+ }
171
+
172
+ function areStringArraysEqual(leftValues: string[], rightValues: string[]): boolean {
173
+ if (leftValues.length !== rightValues.length) {
174
+ return false;
175
+ }
176
+
177
+ for (let valueIndex = 0; valueIndex < leftValues.length; valueIndex++) {
178
+ if (leftValues[valueIndex] !== rightValues[valueIndex]) {
179
+ return false;
180
+ }
181
+ }
182
+
183
+ return true;
184
+ }
185
+
186
+ function formatShaderModuleUniformLayoutError(
187
+ validationResult: ShaderModuleUniformLayoutValidationResult
188
+ ): string {
189
+ return `${validationResult.moduleName}: ${validationResult.stage} shader uniform block ${
190
+ validationResult.uniformBlockName
191
+ } does not match module.uniformTypes.\nExpected: ${validationResult.expectedUniformNames.join(
192
+ ', '
193
+ )}\nActual: ${validationResult.actualUniformNames.join(', ')}`;
194
+ }
@@ -9,7 +9,7 @@ import {
9
9
  makePropValidators,
10
10
  getValidatedProperties
11
11
  } from '../filters/prop-types';
12
- import type {UniformSizes, UniformTypes, UniformValue} from '../utils/uniform-types';
12
+ import type {ShaderModuleUniformValue, UniformTypes, UniformValue} from '../utils/uniform-types';
13
13
  import {ShaderInjection, normalizeInjections} from '../shader-assembly/shader-injections';
14
14
 
15
15
  // To avoid dependency on core module, do not import `Binding` type.
@@ -22,6 +22,11 @@ export type UniformInfo = {
22
22
  format?: UniformFormat;
23
23
  } & PropType;
24
24
 
25
+ export type ShaderModuleBindingLayout = {
26
+ name: string;
27
+ group: number;
28
+ };
29
+
25
30
  // Helper types
26
31
  type BindingKeys<T> = {[K in keyof T]: T[K] extends UniformValue ? never : K}[keyof T];
27
32
  type UniformKeys<T> = {[K in keyof T]: T[K] extends UniformValue ? K : never}[keyof T];
@@ -37,7 +42,7 @@ export type PickUniforms<T> = {[K in UniformKeys<Required<T>>]: T[K]};
37
42
  */
38
43
  export type ShaderModule<
39
44
  PropsT extends Record<string, any> = Record<string, any>,
40
- UniformsT extends Record<string, UniformValue> = PickUniforms<PropsT>,
45
+ UniformsT extends Record<string, ShaderModuleUniformValue> = PickUniforms<PropsT>,
41
46
  BindingsT extends Record<string, Binding> = PickBindings<PropsT>
42
47
  > = {
43
48
  /** Used for type inference not for values */
@@ -46,6 +51,10 @@ export type ShaderModule<
46
51
  uniforms?: UniformsT;
47
52
  /** Used for type inference, not currently used for values */
48
53
  bindings?: BindingsT;
54
+ /** Logical bind-group assignment for bindings declared by this module */
55
+ bindingLayout?: readonly ShaderModuleBindingLayout[];
56
+ /** Preferred starting binding slot for this module's WGSL `@binding(auto)` declarations. */
57
+ firstBindingSlot?: number;
49
58
 
50
59
  name: string;
51
60
 
@@ -58,8 +67,6 @@ export type ShaderModule<
58
67
 
59
68
  /** Uniform shader types @note: Both order and types MUST match uniform block declarations in shader */
60
69
  uniformTypes?: Required<UniformTypes<UniformsT>>; // Record<keyof UniformsT, UniformFormat>;
61
- /** Uniform shader array sizes (default 1) */
62
- uniformSizes?: Required<UniformSizes<UniformsT>>;
63
70
  /** Uniform JS prop types */
64
71
  propTypes?: Record<keyof UniformsT, UniformInfo>;
65
72
  /** Default uniform values */
@@ -152,12 +159,15 @@ export function initializeShaderModule(module: ShaderModule): void {
152
159
 
153
160
  /** Convert module props to uniforms */
154
161
  export function getShaderModuleUniforms<
155
- ShaderModuleT extends ShaderModule<Record<string, unknown>, Record<string, UniformValue>>
162
+ ShaderModuleT extends ShaderModule<
163
+ Record<string, unknown>,
164
+ Record<string, ShaderModuleUniformValue>
165
+ >
156
166
  >(
157
167
  module: ShaderModuleT,
158
168
  props?: ShaderModuleT['props'],
159
169
  oldUniforms?: ShaderModuleT['uniforms']
160
- ): Record<string, Binding | UniformValue> {
170
+ ): Record<string, Binding | ShaderModuleUniformValue> {
161
171
  initializeShaderModule(module);
162
172
 
163
173
  const uniforms = oldUniforms || {...module.defaultUniforms};
@@ -14,6 +14,8 @@ import type {
14
14
  NumberArray16
15
15
  } from '@math.gl/core';
16
16
 
17
+ import type {CompositeShaderType} from '@luma.gl/core';
18
+
17
19
  /*
18
20
  * Allowed types to be used for uniform values
19
21
  *
@@ -37,7 +39,18 @@ export type UniformValue = Readonly<
37
39
  | Matrix4
38
40
  >;
39
41
 
40
- type UniformType<ValueT extends UniformValue> = ValueT extends number | boolean
42
+ export type ShaderModuleUniformValue =
43
+ | UniformValue
44
+ | ShaderModuleUniformStruct
45
+ | ShaderModuleUniformArray;
46
+
47
+ export type ShaderModuleUniformStruct = {
48
+ [name: string]: ShaderModuleUniformValue | undefined;
49
+ };
50
+
51
+ export type ShaderModuleUniformArray = ReadonlyArray<ShaderModuleUniformValue | undefined>;
52
+
53
+ type UniformLeafType<ValueT extends UniformValue> = ValueT extends number | boolean
41
54
  ? 'f32' | 'i32' | 'u32'
42
55
  : ValueT extends Readonly<NumberArray2 | Vector2>
43
56
  ? 'vec2<f32>' | 'vec2<i32>' | 'vec2<u32>'
@@ -57,14 +70,16 @@ type UniformType<ValueT extends UniformValue> = ValueT extends number | boolean
57
70
  ? 'mat4x4<f32>'
58
71
  : never;
59
72
 
60
- type UniformProps = {
61
- [name: string]: UniformValue;
62
- };
73
+ type UniformType<ValueT> = ValueT extends UniformValue
74
+ ? UniformLeafType<ValueT>
75
+ : ValueT extends ReadonlyArray<infer ElementT>
76
+ ? readonly [UniformType<NonNullable<ElementT>>, number]
77
+ : ValueT extends Record<string, unknown>
78
+ ? {[name in keyof ValueT]-?: UniformType<NonNullable<ValueT[name]>>}
79
+ : never;
63
80
 
64
- export type UniformTypes<PropsT extends UniformProps> = {
65
- [name in keyof PropsT]: UniformType<PropsT[name]>;
66
- };
81
+ type UniformProps = Record<string, unknown>;
67
82
 
68
- export type UniformSizes<PropsT extends UniformProps> = {
69
- [name in keyof PropsT]: number;
83
+ export type UniformTypes<PropsT extends UniformProps> = {
84
+ [name in keyof PropsT]-?: UniformType<NonNullable<PropsT[name]>> & CompositeShaderType;
70
85
  };
@@ -183,6 +183,9 @@ vec4 picking_filterColor(vec4 color) {
183
183
  `;
184
184
 
185
185
  /**
186
+ * Deprecated legacy picking module retained for compatibility with existing
187
+ * shadertools users such as deck.gl. Keep the shader contract stable.
188
+ *
186
189
  * Provides support for color-coding-based picking and highlighting.
187
190
  * In particular, supports picking a specific instance in an instanced
188
191
  * draw call and highlighting an instance based on its picking color,
@@ -13,7 +13,7 @@ struct skinUniforms {
13
13
  jointMatrix: array<mat4x4<f32>, ${SKIN_MAX_JOINTS}>,
14
14
  };
15
15
 
16
- @binding(19) @group(0) var<uniform> skin: skinUniforms;
16
+ @group(0) @binding(auto) var<uniform> skin: skinUniforms;
17
17
 
18
18
  fn getSkinMatrix(weights: vec4f, joints: vec4u) -> mat4x4<f32> {
19
19
  return (weights.x * skin.jointMatrix[joints.x])
@@ -54,6 +54,7 @@ export const skin = {
54
54
  uniforms: {} as SkinUniforms,
55
55
 
56
56
  name: 'skin',
57
+ bindingLayout: [{name: 'skin', group: 0}],
57
58
  dependencies: [],
58
59
  source,
59
60
  vs,
@@ -108,9 +109,6 @@ export const skin = {
108
109
  },
109
110
 
110
111
  uniformTypes: {
111
- jointMatrix: 'mat4x4<f32>'
112
- },
113
- uniformSizes: {
114
- jointMatrix: SKIN_MAX_JOINTS
112
+ jointMatrix: ['mat4x4<f32>', SKIN_MAX_JOINTS]
115
113
  }
116
114
  } as const satisfies ShaderModule<SkinProps, SkinUniforms>;
@@ -9,6 +9,7 @@ import {PHONG_VS, PHONG_FS} from '../phong-material/phong-shaders-glsl';
9
9
  import {PHONG_WGSL} from '../phong-material/phong-shaders-wgsl';
10
10
 
11
11
  export type GouraudMaterialProps = {
12
+ unlit?: boolean;
12
13
  ambient?: number;
13
14
  diffuse?: number;
14
15
  /** Specularity exponent */
@@ -21,6 +22,7 @@ export const gouraudMaterial: ShaderModule<GouraudMaterialProps> = {
21
22
  props: {} as GouraudMaterialProps,
22
23
 
23
24
  name: 'gouraudMaterial',
25
+ bindingLayout: [{name: 'gouraudMaterial', group: 3}],
24
26
  // Note these are switched between phong and gouraud
25
27
  vs: PHONG_FS.replace('phongMaterial', 'gouraudMaterial'),
26
28
  fs: PHONG_VS.replace('phongMaterial', 'gouraudMaterial'),
@@ -30,12 +32,14 @@ export const gouraudMaterial: ShaderModule<GouraudMaterialProps> = {
30
32
  },
31
33
  dependencies: [lighting],
32
34
  uniformTypes: {
35
+ unlit: 'i32',
33
36
  ambient: 'f32',
34
37
  diffuse: 'f32',
35
38
  shininess: 'f32',
36
39
  specularColor: 'vec3<f32>'
37
40
  },
38
41
  defaultUniforms: {
42
+ unlit: false,
39
43
  ambient: 0.35,
40
44
  diffuse: 0.6,
41
45
  shininess: 32,
@@ -0,0 +1,44 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
5
+ import type {Texture} from '@luma.gl/core';
6
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
7
+
8
+ export type IBLBindings = {
9
+ pbr_diffuseEnvSampler?: Texture | null;
10
+ pbr_specularEnvSampler?: Texture | null;
11
+ pbr_brdfLUT?: Texture | null;
12
+ };
13
+
14
+ export const iblWGSL = /* wgsl */ `\
15
+ #ifdef USE_IBL
16
+ @group(2) @binding(auto) var pbr_diffuseEnvSampler: texture_cube<f32>;
17
+ @group(2) @binding(auto) var pbr_diffuseEnvSamplerSampler: sampler;
18
+ @group(2) @binding(auto) var pbr_specularEnvSampler: texture_cube<f32>;
19
+ @group(2) @binding(auto) var pbr_specularEnvSamplerSampler: sampler;
20
+ @group(2) @binding(auto) var pbr_brdfLUT: texture_2d<f32>;
21
+ @group(2) @binding(auto) var pbr_brdfLUTSampler: sampler;
22
+ #endif
23
+ `;
24
+
25
+ export const iblGLSL = /* glsl */ `\
26
+ #ifdef USE_IBL
27
+ uniform samplerCube pbr_diffuseEnvSampler;
28
+ uniform samplerCube pbr_specularEnvSampler;
29
+ uniform sampler2D pbr_brdfLUT;
30
+ #endif
31
+ `;
32
+
33
+ export const ibl = {
34
+ name: 'ibl',
35
+ firstBindingSlot: 32,
36
+ bindingLayout: [
37
+ {name: 'pbr_diffuseEnvSampler', group: 2},
38
+ {name: 'pbr_specularEnvSampler', group: 2},
39
+ {name: 'pbr_brdfLUT', group: 2}
40
+ ],
41
+ source: iblWGSL,
42
+ vs: iblGLSL,
43
+ fs: iblGLSL
44
+ } as const satisfies ShaderModule<IBLBindings, {}, IBLBindings>;
@@ -0,0 +1,42 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
5
+ import {ShaderModule} from '../../../lib/shader-module/shader-module';
6
+ import {lighting} from '../lights/lighting';
7
+ import {LAMBERT_WGSL} from './lambert-shaders-wgsl';
8
+ import {LAMBERT_VS, LAMBERT_FS} from './lambert-shaders-glsl';
9
+
10
+ /** Uniform props for the built-in diffuse-only Lambert material model. */
11
+ export type LambertMaterialProps = {
12
+ unlit?: boolean;
13
+ ambient?: number;
14
+ diffuse?: number;
15
+ };
16
+
17
+ /** A matte material model that applies diffuse-only Lambert lighting per fragment. */
18
+ export const lambertMaterial: ShaderModule<LambertMaterialProps> = {
19
+ name: 'lambertMaterial',
20
+ firstBindingSlot: 0,
21
+ bindingLayout: [{name: 'lambertMaterial', group: 3}],
22
+ dependencies: [lighting],
23
+ source: LAMBERT_WGSL,
24
+ vs: LAMBERT_VS,
25
+ fs: LAMBERT_FS,
26
+ defines: {
27
+ LIGHTING_FRAGMENT: true
28
+ },
29
+ uniformTypes: {
30
+ unlit: 'i32',
31
+ ambient: 'f32',
32
+ diffuse: 'f32'
33
+ },
34
+ defaultUniforms: {
35
+ unlit: false,
36
+ ambient: 0.35,
37
+ diffuse: 0.6
38
+ },
39
+ getUniforms(props?: LambertMaterialProps) {
40
+ return {...lambertMaterial.defaultUniforms, ...props};
41
+ }
42
+ };
@@ -0,0 +1,61 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
5
+ export const LAMBERT_VS = /* glsl */ `\
6
+ uniform lambertMaterialUniforms {
7
+ uniform bool unlit;
8
+ uniform float ambient;
9
+ uniform float diffuse;
10
+ } material;
11
+ `;
12
+
13
+ export const LAMBERT_FS = /* glsl */ `\
14
+ uniform lambertMaterialUniforms {
15
+ uniform bool unlit;
16
+ uniform float ambient;
17
+ uniform float diffuse;
18
+ } material;
19
+
20
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 normal_worldspace, vec3 color) {
21
+ float lambertian = max(dot(light_direction, normal_worldspace), 0.0);
22
+ return lambertian * material.diffuse * surfaceColor * color;
23
+ }
24
+
25
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
26
+ vec3 lightColor = surfaceColor;
27
+
28
+ if (material.unlit) {
29
+ return surfaceColor;
30
+ }
31
+
32
+ if (lighting.enabled == 0) {
33
+ return lightColor;
34
+ }
35
+
36
+ lightColor = material.ambient * surfaceColor * lighting.ambientColor;
37
+
38
+ for (int i = 0; i < lighting.pointLightCount; i++) {
39
+ PointLight pointLight = lighting_getPointLight(i);
40
+ vec3 light_position_worldspace = pointLight.position;
41
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
42
+ float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));
43
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, normal_worldspace, pointLight.color / light_attenuation);
44
+ }
45
+
46
+ for (int i = 0; i < lighting.spotLightCount; i++) {
47
+ SpotLight spotLight = lighting_getSpotLight(i);
48
+ vec3 light_position_worldspace = spotLight.position;
49
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
50
+ float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
51
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, normal_worldspace, spotLight.color / light_attenuation);
52
+ }
53
+
54
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
55
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
56
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, normal_worldspace, directionalLight.color);
57
+ }
58
+
59
+ return lightColor;
60
+ }
61
+ `;
@@ -0,0 +1,73 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+
5
+ export const LAMBERT_WGSL = /* wgsl */ `\
6
+ struct lambertMaterialUniforms {
7
+ unlit: u32,
8
+ ambient: f32,
9
+ diffuse: f32,
10
+ };
11
+
12
+ @group(3) @binding(auto) var<uniform> lambertMaterial : lambertMaterialUniforms;
13
+
14
+ fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {
15
+ let lambertian: f32 = max(dot(light_direction, normal_worldspace), 0.0);
16
+ return lambertian * lambertMaterial.diffuse * surfaceColor * color;
17
+ }
18
+
19
+ fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {
20
+ var lightColor: vec3<f32> = surfaceColor;
21
+
22
+ if (lambertMaterial.unlit != 0u) {
23
+ return surfaceColor;
24
+ }
25
+
26
+ if (lighting.enabled == 0) {
27
+ return lightColor;
28
+ }
29
+
30
+ lightColor = lambertMaterial.ambient * surfaceColor * lighting.ambientColor;
31
+
32
+ for (var i: i32 = 0; i < lighting.pointLightCount; i++) {
33
+ let pointLight: PointLight = lighting_getPointLight(i);
34
+ let light_position_worldspace: vec3<f32> = pointLight.position;
35
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
36
+ let light_attenuation = getPointLightAttenuation(
37
+ pointLight,
38
+ distance(light_position_worldspace, position_worldspace)
39
+ );
40
+ lightColor += lighting_getLightColor(
41
+ surfaceColor,
42
+ light_direction,
43
+ normal_worldspace,
44
+ pointLight.color / light_attenuation
45
+ );
46
+ }
47
+
48
+ for (var i: i32 = 0; i < lighting.spotLightCount; i++) {
49
+ let spotLight: SpotLight = lighting_getSpotLight(i);
50
+ let light_position_worldspace: vec3<f32> = spotLight.position;
51
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
52
+ let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
53
+ lightColor += lighting_getLightColor(
54
+ surfaceColor,
55
+ light_direction,
56
+ normal_worldspace,
57
+ spotLight.color / light_attenuation
58
+ );
59
+ }
60
+
61
+ for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
62
+ let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);
63
+ lightColor += lighting_getLightColor(
64
+ surfaceColor,
65
+ -directionalLight.direction,
66
+ normal_worldspace,
67
+ directionalLight.color
68
+ );
69
+ }
70
+
71
+ return lightColor;
72
+ }
73
+ `;