@luma.gl/webgl 8.5.10 → 8.6.0-alpha.1

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 (633) hide show
  1. package/dist/bundle.d.ts +2 -0
  2. package/dist/bundle.d.ts.map +1 -0
  3. package/dist/bundle.js +5 -0
  4. package/dist/bundle.js.map +1 -0
  5. package/dist/classes/accessor.d.ts +28 -0
  6. package/dist/classes/accessor.d.ts.map +1 -0
  7. package/dist/classes/accessor.js +112 -0
  8. package/dist/classes/accessor.js.map +1 -0
  9. package/dist/classes/accessor.ts.disabled +159 -0
  10. package/dist/classes/clear.d.ts +16 -0
  11. package/dist/classes/clear.d.ts.map +1 -0
  12. package/dist/classes/clear.js +102 -0
  13. package/dist/classes/clear.js.map +1 -0
  14. package/dist/classes/copy-and-blit.d.ts +69 -0
  15. package/dist/classes/copy-and-blit.d.ts.map +1 -0
  16. package/dist/classes/copy-and-blit.js +333 -0
  17. package/dist/classes/copy-and-blit.js.map +1 -0
  18. package/dist/classes/framebuffer.d.ts +130 -0
  19. package/dist/classes/framebuffer.d.ts.map +1 -0
  20. package/dist/classes/framebuffer.js +656 -0
  21. package/dist/classes/framebuffer.js.map +1 -0
  22. package/dist/classes/program-configuration.d.ts +27 -0
  23. package/dist/classes/program-configuration.d.ts.map +1 -0
  24. package/dist/classes/program-configuration.js +160 -0
  25. package/dist/classes/program-configuration.js.map +1 -0
  26. package/dist/classes/program.d.ts +61 -0
  27. package/dist/classes/program.d.ts.map +1 -0
  28. package/dist/classes/program.js +368 -0
  29. package/dist/classes/program.js.map +1 -0
  30. package/dist/classes/query.d.ts +27 -0
  31. package/dist/classes/query.d.ts.map +1 -0
  32. package/dist/classes/query.js +144 -0
  33. package/dist/classes/query.js.map +1 -0
  34. package/dist/classes/renderbuffer-formats.d.ts +16 -0
  35. package/dist/classes/renderbuffer-formats.d.ts.map +1 -0
  36. package/dist/classes/renderbuffer-formats.js +185 -0
  37. package/dist/classes/renderbuffer-formats.js.map +1 -0
  38. package/dist/classes/renderbuffer.d.ts +60 -0
  39. package/dist/classes/renderbuffer.d.ts.map +1 -0
  40. package/dist/classes/renderbuffer.js +127 -0
  41. package/dist/classes/renderbuffer.js.map +1 -0
  42. package/dist/classes/texture-2d.d.ts +8 -0
  43. package/dist/classes/texture-2d.d.ts.map +1 -0
  44. package/dist/classes/texture-2d.js +39 -0
  45. package/dist/classes/texture-2d.js.map +1 -0
  46. package/dist/classes/texture-3d.d.ts +28 -0
  47. package/dist/classes/texture-3d.d.ts.map +1 -0
  48. package/dist/classes/texture-3d.js +67 -0
  49. package/dist/classes/texture-3d.js.map +1 -0
  50. package/dist/classes/texture-cube.d.ts +27 -0
  51. package/dist/classes/texture-cube.d.ts.map +1 -0
  52. package/dist/classes/texture-cube.js +131 -0
  53. package/dist/classes/texture-cube.js.map +1 -0
  54. package/dist/classes/texture-formats.d.ts +37 -0
  55. package/dist/classes/texture-formats.d.ts.map +1 -0
  56. package/dist/classes/texture-formats.js +98 -0
  57. package/dist/classes/texture-formats.js.map +1 -0
  58. package/dist/classes/texture.d.ts +118 -0
  59. package/dist/classes/texture.d.ts.map +1 -0
  60. package/dist/classes/texture.js +785 -0
  61. package/dist/classes/texture.js.map +1 -0
  62. package/dist/classes/transform-feedback.d.ts +33 -0
  63. package/dist/classes/transform-feedback.d.ts.map +1 -0
  64. package/dist/classes/transform-feedback.js +197 -0
  65. package/dist/classes/transform-feedback.js.map +1 -0
  66. package/dist/classes/uniform-buffer-layout.d.ts +17 -0
  67. package/dist/classes/uniform-buffer-layout.d.ts.map +1 -0
  68. package/dist/classes/uniform-buffer-layout.js +104 -0
  69. package/dist/classes/uniform-buffer-layout.js.map +1 -0
  70. package/dist/classes/uniforms.d.ts +38 -0
  71. package/dist/classes/uniforms.d.ts.map +1 -0
  72. package/dist/classes/uniforms.js +251 -0
  73. package/dist/classes/uniforms.js.map +1 -0
  74. package/dist/classes/vertex-array-object.d.ts +75 -0
  75. package/dist/classes/vertex-array-object.d.ts.map +1 -0
  76. package/dist/classes/vertex-array-object.js +262 -0
  77. package/dist/classes/vertex-array-object.js.map +1 -0
  78. package/dist/classes/vertex-array.d.ts +75 -0
  79. package/dist/classes/vertex-array.d.ts.map +1 -0
  80. package/dist/classes/vertex-array.js +409 -0
  81. package/dist/classes/vertex-array.js.map +1 -0
  82. package/dist/classes/webgl-buffer.d.ts +98 -0
  83. package/dist/classes/webgl-buffer.d.ts.map +1 -0
  84. package/dist/{esm/classes/buffer.js → classes/webgl-buffer.js} +97 -73
  85. package/dist/classes/webgl-buffer.js.map +1 -0
  86. package/dist/classes/webgl-resource.d.ts +54 -0
  87. package/dist/classes/webgl-resource.d.ts.map +1 -0
  88. package/dist/{esm/classes/resource.js → classes/webgl-resource.js} +31 -52
  89. package/dist/classes/webgl-resource.js.map +1 -0
  90. package/dist/classes/webgl-shader.d.ts +51 -0
  91. package/dist/classes/webgl-shader.d.ts.map +1 -0
  92. package/dist/classes/webgl-shader.js +190 -0
  93. package/dist/classes/webgl-shader.js.map +1 -0
  94. package/dist/context/gl-context.d.ts +15 -0
  95. package/dist/context/gl-context.d.ts.map +1 -0
  96. package/dist/context/gl-context.js +32 -0
  97. package/dist/context/gl-context.js.map +1 -0
  98. package/dist/context/luma-context-data.d.ts +31 -0
  99. package/dist/context/luma-context-data.d.ts.map +1 -0
  100. package/dist/context/luma-context-data.js +5 -0
  101. package/dist/context/luma-context-data.js.map +1 -0
  102. package/dist/debug/debug-program-configuration.d.ts +2 -0
  103. package/dist/debug/debug-program-configuration.d.ts.map +1 -0
  104. package/dist/debug/debug-program-configuration.js +40 -0
  105. package/dist/debug/debug-program-configuration.js.map +1 -0
  106. package/dist/debug/debug-uniforms.d.ts +12 -0
  107. package/dist/debug/debug-uniforms.d.ts.map +1 -0
  108. package/dist/debug/debug-uniforms.js +108 -0
  109. package/dist/debug/debug-uniforms.js.map +1 -0
  110. package/dist/debug/debug-vertex-array.d.ts +5 -0
  111. package/dist/debug/debug-vertex-array.d.ts.map +1 -0
  112. package/dist/debug/debug-vertex-array.js +118 -0
  113. package/dist/debug/debug-vertex-array.js.map +1 -0
  114. package/dist/es5/bundle.js +3 -5
  115. package/dist/es5/bundle.js.map +1 -1
  116. package/dist/es5/classes/accessor.js +76 -108
  117. package/dist/es5/classes/accessor.js.map +1 -1
  118. package/dist/es5/classes/accessor.ts.disabled +159 -0
  119. package/dist/es5/classes/clear.js +33 -48
  120. package/dist/es5/classes/clear.js.map +1 -1
  121. package/dist/es5/classes/copy-and-blit.js +177 -192
  122. package/dist/es5/classes/copy-and-blit.js.map +1 -1
  123. package/dist/es5/classes/framebuffer.js +538 -655
  124. package/dist/es5/classes/framebuffer.js.map +1 -1
  125. package/dist/es5/classes/program-configuration.js +127 -141
  126. package/dist/es5/classes/program-configuration.js.map +1 -1
  127. package/dist/es5/classes/program.js +294 -358
  128. package/dist/es5/classes/program.js.map +1 -1
  129. package/dist/es5/classes/query.js +115 -181
  130. package/dist/es5/classes/query.js.map +1 -1
  131. package/dist/es5/classes/renderbuffer-formats.js +186 -121
  132. package/dist/es5/classes/renderbuffer-formats.js.map +1 -1
  133. package/dist/es5/classes/renderbuffer.js +104 -128
  134. package/dist/es5/classes/renderbuffer.js.map +1 -1
  135. package/dist/es5/classes/texture-2d.js +16 -39
  136. package/dist/es5/classes/texture-2d.js.map +1 -1
  137. package/dist/es5/classes/texture-3d.js +50 -89
  138. package/dist/es5/classes/texture-3d.js.map +1 -1
  139. package/dist/es5/classes/texture-cube.js +112 -162
  140. package/dist/es5/classes/texture-cube.js.map +1 -1
  141. package/dist/es5/classes/texture-formats.js +73 -42
  142. package/dist/es5/classes/texture-formats.js.map +1 -1
  143. package/dist/es5/classes/texture.js +670 -673
  144. package/dist/es5/classes/texture.js.map +1 -1
  145. package/dist/es5/classes/transform-feedback.js +150 -203
  146. package/dist/es5/classes/transform-feedback.js.map +1 -1
  147. package/dist/es5/classes/uniform-buffer-layout.js +89 -103
  148. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  149. package/dist/es5/classes/uniforms.js +134 -93
  150. package/dist/es5/classes/uniforms.js.map +1 -1
  151. package/dist/es5/classes/vertex-array-object.js +204 -306
  152. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  153. package/dist/es5/classes/vertex-array.js +317 -353
  154. package/dist/es5/classes/vertex-array.js.map +1 -1
  155. package/dist/es5/classes/webgl-buffer.js +391 -0
  156. package/dist/es5/classes/webgl-buffer.js.map +1 -0
  157. package/dist/es5/classes/webgl-resource.js +217 -0
  158. package/dist/es5/classes/webgl-resource.js.map +1 -0
  159. package/dist/es5/classes/webgl-shader.js +213 -0
  160. package/dist/es5/classes/webgl-shader.js.map +1 -0
  161. package/dist/es5/context/gl-context.js +46 -0
  162. package/dist/es5/context/gl-context.js.map +1 -0
  163. package/dist/es5/context/luma-context-data.js +12 -0
  164. package/dist/es5/context/luma-context-data.js.map +1 -0
  165. package/dist/es5/debug/debug-program-configuration.js +20 -48
  166. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  167. package/dist/es5/debug/debug-uniforms.js +72 -114
  168. package/dist/es5/debug/debug-uniforms.js.map +1 -1
  169. package/dist/es5/debug/debug-vertex-array.js +56 -51
  170. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  171. package/dist/es5/features/check-glsl-extension.js +9 -10
  172. package/dist/es5/features/check-glsl-extension.js.map +1 -1
  173. package/dist/es5/features/check-old-ie.js +5 -6
  174. package/dist/es5/features/check-old-ie.js.map +1 -1
  175. package/dist/es5/features/features.js +23 -37
  176. package/dist/es5/features/features.js.map +1 -1
  177. package/dist/es5/features/index.js +8 -8
  178. package/dist/es5/features/index.js.map +1 -1
  179. package/dist/es5/features/limits.js +36 -28
  180. package/dist/es5/features/limits.js.map +1 -1
  181. package/dist/es5/features/webgl-features-table.js +35 -15
  182. package/dist/es5/features/webgl-features-table.js.map +1 -1
  183. package/dist/es5/features/webgl-limits-table.js +160 -120
  184. package/dist/es5/features/webgl-limits-table.js.map +1 -1
  185. package/dist/es5/index.js +144 -90
  186. package/dist/es5/index.js.map +1 -1
  187. package/dist/es5/init.js +12 -36
  188. package/dist/es5/init.js.map +1 -1
  189. package/dist/es5/types.js +2 -0
  190. package/dist/es5/types.js.map +1 -0
  191. package/dist/es5/utils/array-utils-flat.js +13 -14
  192. package/dist/es5/utils/array-utils-flat.js.map +1 -1
  193. package/dist/es5/utils/assert.js +1 -1
  194. package/dist/es5/utils/assert.js.map +1 -1
  195. package/dist/es5/utils/check-props.js +20 -21
  196. package/dist/es5/utils/check-props.js.map +1 -1
  197. package/dist/es5/utils/format-value.js +14 -14
  198. package/dist/es5/utils/format-value.js.map +1 -1
  199. package/dist/es5/utils/index.js +68 -0
  200. package/dist/es5/utils/index.js.map +1 -0
  201. package/dist/es5/utils/is-old-ie.js +2 -3
  202. package/dist/es5/utils/is-old-ie.js.map +1 -1
  203. package/dist/es5/utils/load-file.js +11 -18
  204. package/dist/es5/utils/load-file.js.map +1 -1
  205. package/dist/es5/utils/stub-methods.js +4 -4
  206. package/dist/es5/utils/stub-methods.js.map +1 -1
  207. package/dist/es5/utils/utils.js +5 -10
  208. package/dist/es5/utils/utils.js.map +1 -1
  209. package/dist/es5/webgl-utils/attribute-utils.js +87 -74
  210. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  211. package/dist/es5/webgl-utils/constants-to-keys.js +7 -7
  212. package/dist/es5/webgl-utils/constants-to-keys.js.map +1 -1
  213. package/dist/es5/webgl-utils/format-utils.js +21 -17
  214. package/dist/es5/webgl-utils/format-utils.js.map +1 -1
  215. package/dist/es5/webgl-utils/get-error.js +18 -18
  216. package/dist/es5/webgl-utils/get-error.js.map +1 -1
  217. package/dist/es5/webgl-utils/index.js +74 -0
  218. package/dist/es5/webgl-utils/index.js.map +1 -0
  219. package/dist/es5/webgl-utils/parse-shader-compiler-log.js +44 -0
  220. package/dist/es5/webgl-utils/parse-shader-compiler-log.js.map +1 -0
  221. package/dist/es5/webgl-utils/request-animation-frame.js.map +1 -1
  222. package/dist/es5/webgl-utils/texture-utils.js +35 -29
  223. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  224. package/dist/es5/webgl-utils/typed-array-utils.js +51 -47
  225. package/dist/es5/webgl-utils/typed-array-utils.js.map +1 -1
  226. package/dist/esm/bundle.js +2 -4
  227. package/dist/esm/bundle.js.map +1 -1
  228. package/dist/esm/classes/accessor.js +7 -7
  229. package/dist/esm/classes/accessor.js.map +1 -1
  230. package/dist/esm/classes/accessor.ts.disabled +159 -0
  231. package/dist/esm/classes/clear.js +15 -13
  232. package/dist/esm/classes/clear.js.map +1 -1
  233. package/dist/esm/classes/copy-and-blit.js +41 -43
  234. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  235. package/dist/esm/classes/framebuffer.js +336 -308
  236. package/dist/esm/classes/framebuffer.js.map +1 -1
  237. package/dist/esm/classes/program-configuration.js +17 -9
  238. package/dist/esm/classes/program-configuration.js.map +1 -1
  239. package/dist/esm/classes/program.js +69 -44
  240. package/dist/esm/classes/program.js.map +1 -1
  241. package/dist/esm/classes/query.js +17 -14
  242. package/dist/esm/classes/query.js.map +1 -1
  243. package/dist/esm/classes/renderbuffer-formats.js +72 -49
  244. package/dist/esm/classes/renderbuffer-formats.js.map +1 -1
  245. package/dist/esm/classes/renderbuffer.js +84 -72
  246. package/dist/esm/classes/renderbuffer.js.map +1 -1
  247. package/dist/esm/classes/texture-2d.js +10 -3
  248. package/dist/esm/classes/texture-2d.js.map +1 -1
  249. package/dist/esm/classes/texture-3d.js +14 -11
  250. package/dist/esm/classes/texture-3d.js.map +1 -1
  251. package/dist/esm/classes/texture-cube.js +43 -28
  252. package/dist/esm/classes/texture-cube.js.map +1 -1
  253. package/dist/esm/classes/texture-formats.js +51 -50
  254. package/dist/esm/classes/texture-formats.js.map +1 -1
  255. package/dist/esm/classes/texture.js +164 -49
  256. package/dist/esm/classes/texture.js.map +1 -1
  257. package/dist/esm/classes/transform-feedback.js +24 -13
  258. package/dist/esm/classes/transform-feedback.js.map +1 -1
  259. package/dist/esm/classes/uniform-buffer-layout.js +1 -1
  260. package/dist/esm/classes/uniform-buffer-layout.js.map +1 -1
  261. package/dist/esm/classes/uniforms.js +111 -112
  262. package/dist/esm/classes/uniforms.js.map +1 -1
  263. package/dist/esm/classes/vertex-array-object.js +52 -88
  264. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  265. package/dist/esm/classes/vertex-array.js +50 -28
  266. package/dist/esm/classes/vertex-array.js.map +1 -1
  267. package/dist/esm/classes/webgl-buffer.js +379 -0
  268. package/dist/esm/classes/webgl-buffer.js.map +1 -0
  269. package/dist/esm/classes/webgl-resource.js +208 -0
  270. package/dist/esm/classes/webgl-resource.js.map +1 -0
  271. package/dist/esm/classes/webgl-shader.js +190 -0
  272. package/dist/esm/classes/webgl-shader.js.map +1 -0
  273. package/dist/esm/context/gl-context.js +32 -0
  274. package/dist/esm/context/gl-context.js.map +1 -0
  275. package/dist/esm/context/luma-context-data.js +5 -0
  276. package/dist/esm/context/luma-context-data.js.map +1 -0
  277. package/dist/esm/debug/debug-program-configuration.js +4 -4
  278. package/dist/esm/debug/debug-program-configuration.js.map +1 -1
  279. package/dist/esm/debug/debug-uniforms.js +9 -9
  280. package/dist/esm/debug/debug-uniforms.js.map +1 -1
  281. package/dist/esm/debug/debug-vertex-array.js +19 -17
  282. package/dist/esm/debug/debug-vertex-array.js.map +1 -1
  283. package/dist/esm/features/check-glsl-extension.js +4 -4
  284. package/dist/esm/features/check-glsl-extension.js.map +1 -1
  285. package/dist/esm/features/check-old-ie.js.map +1 -1
  286. package/dist/esm/features/features.js +14 -13
  287. package/dist/esm/features/features.js.map +1 -1
  288. package/dist/esm/features/index.js.map +1 -1
  289. package/dist/esm/features/limits.js +25 -22
  290. package/dist/esm/features/limits.js.map +1 -1
  291. package/dist/esm/features/webgl-features-table.js +6 -6
  292. package/dist/esm/features/webgl-features-table.js.map +1 -1
  293. package/dist/esm/features/webgl-limits-table.js +43 -42
  294. package/dist/esm/features/webgl-limits-table.js.map +1 -1
  295. package/dist/esm/index.js +13 -15
  296. package/dist/esm/index.js.map +1 -1
  297. package/dist/esm/init.js +4 -23
  298. package/dist/esm/init.js.map +1 -1
  299. package/dist/esm/types.js +2 -0
  300. package/dist/esm/types.js.map +1 -0
  301. package/dist/esm/utils/array-utils-flat.js.map +1 -1
  302. package/dist/esm/utils/assert.js +1 -1
  303. package/dist/esm/utils/assert.js.map +1 -1
  304. package/dist/esm/utils/check-props.js +4 -4
  305. package/dist/esm/utils/check-props.js.map +1 -1
  306. package/dist/esm/utils/format-value.js +4 -4
  307. package/dist/esm/utils/format-value.js.map +1 -1
  308. package/dist/esm/utils/index.js +7 -0
  309. package/dist/esm/utils/index.js.map +1 -0
  310. package/dist/esm/utils/is-old-ie.js +1 -1
  311. package/dist/esm/utils/is-old-ie.js.map +1 -1
  312. package/dist/esm/utils/load-file.js +2 -2
  313. package/dist/esm/utils/load-file.js.map +1 -1
  314. package/dist/esm/utils/stub-methods.js +2 -3
  315. package/dist/esm/utils/stub-methods.js.map +1 -1
  316. package/dist/esm/utils/utils.js +1 -3
  317. package/dist/esm/utils/utils.js.map +1 -1
  318. package/dist/esm/webgl-utils/attribute-utils.js +1 -1
  319. package/dist/esm/webgl-utils/attribute-utils.js.map +1 -1
  320. package/dist/esm/webgl-utils/constants-to-keys.js +4 -4
  321. package/dist/esm/webgl-utils/constants-to-keys.js.map +1 -1
  322. package/dist/esm/webgl-utils/format-utils.js +16 -15
  323. package/dist/esm/webgl-utils/format-utils.js.map +1 -1
  324. package/dist/esm/webgl-utils/get-error.js +1 -1
  325. package/dist/esm/webgl-utils/get-error.js.map +1 -1
  326. package/dist/esm/webgl-utils/index.js +5 -0
  327. package/dist/esm/webgl-utils/index.js.map +1 -0
  328. package/dist/esm/webgl-utils/parse-shader-compiler-log.js +37 -0
  329. package/dist/esm/webgl-utils/parse-shader-compiler-log.js.map +1 -0
  330. package/dist/esm/webgl-utils/request-animation-frame.js.map +1 -1
  331. package/dist/esm/webgl-utils/texture-utils.js +4 -3
  332. package/dist/esm/webgl-utils/texture-utils.js.map +1 -1
  333. package/dist/esm/webgl-utils/typed-array-utils.js +19 -18
  334. package/dist/esm/webgl-utils/typed-array-utils.js.map +1 -1
  335. package/dist/features/check-glsl-extension.d.ts +2 -0
  336. package/dist/features/check-glsl-extension.d.ts.map +1 -0
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GL from '@luma.gl/constants';\nimport Resource from './resource';\nimport Buffer from './buffer';\nimport {isWebGL2} from '@luma.gl/gltools';\nimport {getScratchArray, fillArray} from '../utils/array-utils-flat';\nimport {assert} from '../utils/assert';\nimport {getBrowser} from 'probe.gl';\n\nconst ERR_ELEMENTS = 'elements must be GL.ELEMENT_ARRAY_BUFFER';\n\nexport default class VertexArrayObject extends Resource {\n static isSupported(gl, options = {}) {\n // Attribute 0 can not be disable on most desktop OpenGL based browsers\n // and on iOS Safari browser.\n if (options.constantAttributeZero) {\n return isWebGL2(gl) || getBrowser() === 'Chrome';\n }\n\n // Whether additional objects can be created\n return true;\n }\n\n // Returns the global (null) vertex array object. 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Constants not supported\n setElementBuffer(elementBuffer = null, opts = {}) {\n assert(!elementBuffer || elementBuffer.target === GL.ELEMENT_ARRAY_BUFFER, ERR_ELEMENTS);\n\n // The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject...\n this.bind(() => {\n this.gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, elementBuffer ? elementBuffer.handle : null);\n });\n\n return this;\n }\n\n // Set a location in vertex attributes array to a bufferk, enables the location, sets divisor\n setBuffer(location, buffer, accessor) {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n return this.setElementBuffer(buffer, accessor);\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = accessor;\n\n const {gl, gl2} = this;\n location = Number(location);\n\n this.bind(() => {\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer.handle);\n\n // WebGL2 supports *integer* data formats, i.e. GPU will see integer values\n if (integer) {\n assert(isWebGL2(gl));\n gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n gl.enableVertexAttribArray(location);\n gl2.vertexAttribDivisor(location, divisor || 0);\n\n // NOTE We don't unbind buffer here, typically another buffer will be bound just after\n });\n\n return this;\n }\n\n // Enabling an attribute location makes it reference the currently bound buffer\n // Disabling an attribute location makes it reference the global constant value\n // TODO - handle single values for size 1 attributes?\n // TODO - convert classic arrays based on known type?\n enable(location, enable = true) {\n // Attribute 0 cannot be disabled in most desktop OpenGL based browsers\n const disablingAttributeZero =\n !enable &&\n location === 0 &&\n !VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true});\n\n if (!disablingAttributeZero) {\n location = Number(location);\n this.bind(\n () =>\n enable\n ? this.gl.enableVertexAttribArray(location)\n : this.gl.disableVertexAttribArray(location)\n );\n }\n return this;\n }\n\n // Provide a means to create a buffer that is equivalent to a constant.\n // NOTE: Desktop OpenGL cannot disable attribute 0.\n // https://stackoverflow.com/questions/20305231/webgl-warning-attribute-0-is-disabled-\n // this-has-significant-performance-penalt\n getConstantBuffer(elementCount, value) {\n // Create buffer only when needed, and reuse it (avoids inflating buffer creation statistics)\n\n const constantValue = this._normalizeConstantArrayValue(value);\n\n const byteLength = constantValue.byteLength * elementCount;\n const length = constantValue.length * elementCount;\n\n let updateNeeded = !this.buffer;\n\n this.buffer = this.buffer || new Buffer(this.gl, byteLength);\n updateNeeded = updateNeeded || this.buffer.reallocate(byteLength);\n\n // Reallocate and update contents if needed\n updateNeeded =\n updateNeeded || !this._compareConstantArrayValues(constantValue, this.bufferValue);\n\n if (updateNeeded) {\n // Create a typed array that is big enough, and fill it with the required data\n const typedArray = getScratchArray(value.constructor, length);\n fillArray({target: typedArray, source: constantValue, start: 0, count: length});\n this.buffer.subData(typedArray);\n this.bufferValue = value;\n }\n\n return this.buffer;\n }\n\n // PRIVATE\n\n // TODO - convert Arrays based on known type? 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1
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GL from '@luma.gl/constants';\nimport {assertWebGL2Context, isWebGL2} from '@luma.gl/gltools';\nimport {getBrowser} from 'probe.gl';\nimport Program from './program';\nimport WebGLResource, {ResourceProps} from './webgl-resource';\nimport Buffer from './webgl-buffer';\nimport {getScratchArray, fillArray} from '../utils/array-utils-flat';\nimport {assert} from '../utils';\nimport {getLumaContextData} from '../context/luma-context-data';\n\nconst ERR_ELEMENTS = 'elements must be GL.ELEMENT_ARRAY_BUFFER';\n\n/**\n * VertexArrayObject properties\n * @param constantAttributeZero Attribute 0 can not be disable on most desktop OpenGL based browsers\n * and on iOS Safari browser.\n */\nexport type VertexArrayObjectProps = ResourceProps & {\n constantAttributeZero?: boolean;\n program?: Program;\n isDefaultArray?: boolean;\n};\n\nexport default class VertexArrayObject extends WebGLResource<VertexArrayObjectProps> {\n private static MAX_ATTRIBUTES: number;\n\n static isSupported(gl: WebGLRenderingContext, options?: VertexArrayObjectProps): boolean {\n if (options?.constantAttributeZero) {\n return isWebGL2(gl) || getBrowser() === 'Chrome';\n }\n\n // Whether additional objects can be created\n return true;\n }\n\n /**\n * Returns the global (null) vertex array object. Exists even when no extension available.\n * @todo (Tarek): VAOs are now polyfilled. Deprecate this in 9.0\n */\n static getDefaultArray(gl: WebGLRenderingContext): VertexArrayObject {\n const lumaContextData = getLumaContextData(gl);\n lumaContextData.defaultVertexArray = lumaContextData.defaultVertexArray || \n new VertexArrayObject(gl, {handle: null, isDefaultArray: true});\n return lumaContextData.defaultVertexArray;\n }\n\n /** Get maximum number of attributes in a vertex array */\n static getMaxAttributes(gl: WebGLRenderingContext): number {\n // TODO - should be cached per context\n // @ts-ignore\n VertexArrayObject.MAX_ATTRIBUTES =\n // @ts-ignore\n VertexArrayObject.MAX_ATTRIBUTES || gl.getParameter(gl.MAX_VERTEX_ATTRIBS);\n // @ts-ignore\n return VertexArrayObject.MAX_ATTRIBUTES;\n }\n\n /**\n * Set an attribute to a constant value\n * @param gl \n * @param location \n * @param array \n * \n * @note Constants are stored globally on the WebGL context, not the VAO\n * so they need to be updated before every render\n * @todo - use known type (in configuration or passed in) to allow non-typed arrays?\n * @todo - remember/cache values to avoid setting them unnecessarily?\n */\n static setConstant(gl: WebGLRenderingContext, location: any, array: any): void {\n switch (array.constructor) {\n case Float32Array:\n VertexArrayObject._setConstantFloatArray(gl, location, array);\n break;\n case Int32Array:\n VertexArrayObject._setConstantIntArray(assertWebGL2Context(gl), location, array);\n break;\n case Uint32Array:\n VertexArrayObject._setConstantUintArray(assertWebGL2Context(gl), location, array);\n break;\n default:\n assert(false);\n }\n }\n\n private buffer: Buffer | null = null;\n private bufferValue = null;\n private isDefaultArray: boolean = false;\n\n // Create a VertexArray\n constructor(gl: WebGLRenderingContext, opts?: VertexArrayObjectProps) {\n // Use program's id if program but no id is supplied\n super(gl, {...opts, id: opts?.id || (opts?.program && opts?.program.id)}, {} as any);\n\n this.buffer = null;\n this.bufferValue = null;\n this.isDefaultArray = opts?.isDefaultArray || false;\n\n Object.seal(this);\n }\n\n delete(): this {\n super.delete();\n if (this.buffer) {\n this.buffer.delete();\n }\n return this;\n }\n\n get MAX_ATTRIBUTES(): number {\n return VertexArrayObject.getMaxAttributes(this.gl);\n }\n\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported\n setElementBuffer(elementBuffer = null, opts = {}) {\n assert(!elementBuffer || elementBuffer.target === GL.ELEMENT_ARRAY_BUFFER, ERR_ELEMENTS);\n\n // The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject...\n this.bind(() => {\n this.gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, elementBuffer ? elementBuffer.handle : null);\n });\n\n return this;\n }\n\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location, buffer, accessor): this {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n return this.setElementBuffer(buffer, accessor);\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = accessor;\n\n const {gl, gl2} = this;\n location = Number(location);\n\n this.bind(() => {\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer.handle);\n\n // WebGL2 supports *integer* data formats, i.e. GPU will see integer values\n if (integer) {\n assert(isWebGL2(gl));\n gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n gl.enableVertexAttribArray(location);\n gl2.vertexAttribDivisor(location, divisor || 0);\n\n // NOTE We don't unbind buffer here, typically another buffer will be bound just after\n });\n\n return this;\n }\n\n /**\n * Enabling an attribute location makes it reference the currently bound buffer\n * Disabling an attribute location makes it reference the global constant value\n * TODO - handle single values for size 1 attributes?\n * TODO - convert classic arrays based on known type?\n */ \n enable(location, enable = true): this {\n // Attribute 0 cannot be disabled in most desktop OpenGL based browsers\n const disablingAttributeZero =\n !enable &&\n location === 0 &&\n !VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true});\n\n if (!disablingAttributeZero) {\n location = Number(location);\n this.bind(() =>\n enable\n ? this.gl.enableVertexAttribArray(location)\n : this.gl.disableVertexAttribArray(location)\n );\n }\n return this;\n }\n\n /**\n * Provide a means to create a buffer that is equivalent to a constant.\n * NOTE: Desktop OpenGL cannot disable attribute 0.\n * https://stackoverflow.com/questions/20305231/webgl-warning-attribute-0-is-disabled-\n * this-has-significant-performance-penalty\n */ \n getConstantBuffer(elementCount: number, value): Buffer {\n // Create buffer only when needed, and reuse it (avoids inflating buffer creation statistics)\n\n const constantValue = this._normalizeConstantArrayValue(value);\n\n const byteLength = constantValue.byteLength * elementCount;\n const length = constantValue.length * elementCount;\n\n let updateNeeded = !this.buffer;\n\n this.buffer = this.buffer || new Buffer(this.gl, byteLength);\n updateNeeded = updateNeeded || this.buffer.reallocate(byteLength);\n\n // Reallocate and update contents if needed\n updateNeeded =\n updateNeeded || !this._compareConstantArrayValues(constantValue, this.bufferValue);\n\n if (updateNeeded) {\n // Create a typed array that is big enough, and fill it with the required data\n const typedArray = getScratchArray(value.constructor, length);\n fillArray({target: typedArray, source: constantValue, start: 0, count: length});\n this.buffer.subData(typedArray);\n this.bufferValue = value;\n }\n\n return this.buffer;\n }\n\n // DEPRECATED\n\n /** @deprecated this function has no effect */\n initialize(props?: VertexArrayObjectProps): this {\n return this.setProps(props);\n }\n\n /** @deprecated this function is not implemented */\n setProps(props: VertexArrayObjectProps): this {\n // TODO: decide which props should be supported\n return this;\n } \n\n // PRIVATE\n\n // TODO - convert Arrays based on known type? (read type from accessor, don't assume Float32Array)\n // TODO - handle single values for size 1 attributes?\n _normalizeConstantArrayValue(arrayValue) {\n if (Array.isArray(arrayValue)) {\n return new Float32Array(arrayValue);\n }\n return arrayValue;\n }\n\n _compareConstantArrayValues(v1, v2): boolean {\n if (!v1 || !v2 || v1.length !== v2.length || v1.constructor !== v2.constructor) {\n return false;\n }\n for (let i = 0; i < v1.length; ++i) {\n if (v1[i] !== v2[i]) {\n return false;\n }\n }\n return true;\n }\n\n static _setConstantFloatArray(gl: WebGLRenderingContext, location, array): void {\n switch (array.length) {\n case 1:\n gl.vertexAttrib1fv(location, array);\n break;\n case 2:\n gl.vertexAttrib2fv(location, array);\n break;\n case 3:\n gl.vertexAttrib3fv(location, array);\n break;\n case 4:\n gl.vertexAttrib4fv(location, array);\n break;\n default:\n assert(false);\n }\n }\n\n static _setConstantIntArray(gl: WebGL2RenderingContext, location, array) {\n assert(isWebGL2(gl));\n gl.vertexAttribI4iv(location, array);\n // switch (array.length) {\n // case 1:\n // gl.vertexAttribI1iv(location, array);\n // break;\n // case 2:\n // gl.vertexAttribI2iv(location, array);\n // break;\n // case 3:\n // gl.vertexAttribI3iv(location, array);\n // break;\n // case 4:\n // break;\n // default:\n // assert(false);\n // }\n }\n\n static _setConstantUintArray(gl: WebGL2RenderingContext, location, array) {\n assert(isWebGL2(gl));\n gl.vertexAttribI4uiv(location, array);\n // switch (array.length) {\n // case 1:\n // gl.vertexAttribI1uiv(location, array);\n // break;\n // case 2:\n // gl.vertexAttribI2uiv(location, array);\n // break;\n // case 3:\n // gl.vertexAttribI3uiv(location, array);\n // break;\n // case 4:\n // gl.vertexAttribI4uiv(location, array);\n // break;\n // default:\n // assert(false);\n // }\n }\n\n // RESOURCE IMPLEMENTATION\n\n _createHandle() {\n return this.gl2.createVertexArray();\n }\n\n _deleteHandle(): void {\n this.gl2.deleteVertexArray(this.handle);\n // @ts-ignore\n return [this.elements];\n // return [this.elements, ...this.buffers];\n }\n\n _bindHandle(handle): void {\n this.gl2.bindVertexArray(handle);\n }\n\n // Generic getter for information about a vertex attribute at a given position\n _getParameter(pname: number, {location}) {\n assert(Number.isFinite(location));\n return this.bind(() => {\n switch (pname) {\n case GL.VERTEX_ATTRIB_ARRAY_POINTER:\n return this.gl.getVertexAttribOffset(location, pname);\n default:\n return this.gl.getVertexAttrib(location, pname);\n }\n });\n }\n}\n"],"file":"vertex-array-object.js"}
@@ -1,29 +1,46 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
+ import GL from '@luma.gl/constants';
1
3
  import { log } from '@luma.gl/gltools';
2
4
  import Accessor from './accessor';
3
- import Buffer from './buffer';
5
+ import Buffer from './webgl-buffer';
4
6
  import VertexArrayObject from './vertex-array-object';
5
- import { assert } from '../utils/assert';
6
- import { stubRemovedMethods } from '../utils/stub-methods';
7
+ import { assert } from '../utils';
7
8
  const ERR_ATTRIBUTE_TYPE = 'VertexArray: attributes must be Buffers or constants (i.e. typed array)';
8
9
  const MULTI_LOCATION_ATTRIBUTE_REGEXP = /^(.+)__LOCATION_([0-9]+)$/;
9
- const DEPRECATIONS_V6 = ['setBuffers', 'setGeneric', 'clearBindings', 'setLocations', 'setGenericValues', 'setDivisor', 'enable', 'disable'];
10
10
  export default class VertexArray {
11
- constructor(gl, opts = {}) {
12
- const id = opts.id || opts.program && opts.program.id;
11
+ constructor(gl, props) {
12
+ _defineProperty(this, "id", void 0);
13
+
14
+ _defineProperty(this, "gl", void 0);
15
+
16
+ _defineProperty(this, "attributes", {});
17
+
18
+ _defineProperty(this, "vertexArrayObject", void 0);
19
+
20
+ _defineProperty(this, "accessors", []);
21
+
22
+ _defineProperty(this, "configuration", null);
23
+
24
+ _defineProperty(this, "elements", null);
25
+
26
+ _defineProperty(this, "elementsAccessor", null);
27
+
28
+ _defineProperty(this, "values", null);
29
+
30
+ _defineProperty(this, "unused", null);
31
+
32
+ _defineProperty(this, "drawParams", null);
33
+
34
+ _defineProperty(this, "buffer", null);
35
+
36
+ _defineProperty(this, "bindOnUse", false);
37
+
38
+ const id = (props === null || props === void 0 ? void 0 : props.id) || (props === null || props === void 0 ? void 0 : props.program) && (props === null || props === void 0 ? void 0 : props.program.id);
39
+ this.vertexArrayObject = new VertexArrayObject(gl);
13
40
  this.id = id;
14
41
  this.gl = gl;
15
42
  this.configuration = null;
16
- this.elements = null;
17
- this.elementsAccessor = null;
18
- this.values = null;
19
- this.accessors = null;
20
- this.unused = null;
21
- this.drawParams = null;
22
- this.buffer = null;
23
- this.attributes = {};
24
- this.vertexArrayObject = new VertexArrayObject(gl);
25
- stubRemovedMethods(this, 'VertexArray', 'v6.0', DEPRECATIONS_V6);
26
- this.initialize(opts);
43
+ this.initialize(props);
27
44
  Object.seal(this);
28
45
  }
29
46
 
@@ -35,11 +52,11 @@ export default class VertexArray {
35
52
  this.vertexArrayObject.delete();
36
53
  }
37
54
 
38
- initialize(props = {}) {
55
+ initialize(props) {
39
56
  this.reset();
40
57
  this.configuration = null;
41
58
  this.bindOnUse = false;
42
- return this.setProps(props);
59
+ return this.setProps(props || {});
43
60
  }
44
61
 
45
62
  reset() {
@@ -97,7 +114,7 @@ export default class VertexArray {
97
114
  this._setAttribute(locationOrName, value);
98
115
  }
99
116
 
100
- this.gl.bindBuffer(34962, null);
117
+ this.gl.bindBuffer(GL.ARRAY_BUFFER, null);
101
118
  });
102
119
  return this;
103
120
  }
@@ -111,8 +128,9 @@ export default class VertexArray {
111
128
  }
112
129
 
113
130
  setBuffer(locationOrName, buffer, appAccessor = {}) {
114
- if (buffer.target === 34963) {
115
- return this.setElementBuffer(buffer, appAccessor);
131
+ if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {
132
+ this.setElementBuffer(buffer, appAccessor);
133
+ return this;
116
134
  }
117
135
 
118
136
  const {
@@ -134,9 +152,10 @@ export default class VertexArray {
134
152
  const {
135
153
  location,
136
154
  accessor
137
- } = this._resolveLocationAndAccessor(locationOrName, arrayValue, Object.assign({
138
- size: arrayValue.length
139
- }, appAccessor));
155
+ } = this._resolveLocationAndAccessor(locationOrName, arrayValue, {
156
+ size: arrayValue.length,
157
+ ...appAccessor
158
+ });
140
159
 
141
160
  if (location >= 0) {
142
161
  arrayValue = this.vertexArrayObject._normalizeConstantArrayValue(arrayValue);
@@ -164,8 +183,8 @@ export default class VertexArray {
164
183
  for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {
165
184
  if (this.values[location] instanceof Buffer) {
166
185
  this.gl.disableVertexAttribArray(location);
167
- this.gl.bindBuffer(34962, this.buffer.handle);
168
- this.gl.vertexAttribPointer(location, 1, 5126, false, 0, 0);
186
+ this.gl.bindBuffer(GL.ARRAY_BUFFER, this.buffer.handle);
187
+ this.gl.vertexAttribPointer(location, 1, GL.FLOAT, false, 0, 0);
169
188
  }
170
189
  }
171
190
  });
@@ -212,7 +231,7 @@ export default class VertexArray {
212
231
 
213
232
  if (!Number.isFinite(location) || location < 0) {
214
233
  this.unused[locationOrName] = value;
215
- log.once(3, () => `unused value ${locationOrName} in ${this.id}`)();
234
+ log.once(3, () => "unused value ".concat(locationOrName, " in ").concat(this.id))();
216
235
  return INVALID_RESULT;
217
236
  }
218
237
 
@@ -318,6 +337,9 @@ export default class VertexArray {
318
337
 
319
338
  _updateDrawParams() {
320
339
  const drawParams = {
340
+ elementCount: 0,
341
+ indexType: Uint16Array,
342
+ indexOffset: 0,
321
343
  isIndexed: false,
322
344
  isInstanced: false,
323
345
  indexCount: Infinity,
@@ -1 +1 @@
1
- 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GL from '@luma.gl/constants';\nimport {log} from '@luma.gl/gltools';\nimport Accessor from './accessor';\nimport Buffer from './buffer';\nimport VertexArrayObject from './vertex-array-object';\nimport {assert} from '../utils/assert';\nimport {stubRemovedMethods} from '../utils/stub-methods';\n\nconst ERR_ATTRIBUTE_TYPE =\n 'VertexArray: attributes must be Buffers or constants (i.e. typed array)';\n\n// This is done to support mat type attributes.\n// See section \"Notes about setting mat type attributes\"\n// in vertex-array.md\nconst MULTI_LOCATION_ATTRIBUTE_REGEXP = /^(.+)__LOCATION_([0-9]+)$/;\n\nconst DEPRECATIONS_V6 = [\n 'setBuffers',\n 'setGeneric',\n 'clearBindings',\n 'setLocations',\n 'setGenericValues',\n 'setDivisor',\n 'enable',\n 'disable'\n];\n\nexport default class VertexArray {\n constructor(gl, opts = {}) {\n // Use program's id if program is supplied but no id is supplied\n const id = opts.id || (opts.program && opts.program.id);\n // super(gl, Object.assign({}, 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null;\n const {MAX_ATTRIBUTES} = this.vertexArrayObject;\n this.values = new Array(MAX_ATTRIBUTES).fill(null);\n this.accessors = new Array(MAX_ATTRIBUTES).fill(null);\n this.unused = {};\n\n // Auto detects draw params\n this.drawParams = null;\n\n return this;\n }\n\n setProps(props) {\n if ('program' in props) {\n this.configuration = props.program && props.program.configuration;\n }\n if ('configuration' in props) {\n this.configuration = props.configuration;\n }\n if ('attributes' in props) {\n this.setAttributes(props.attributes);\n }\n if ('elements' in props) {\n this.setElementBuffer(props.elements);\n }\n if ('bindOnUse' in props) {\n props = props.bindOnUse;\n }\n return this;\n }\n\n // Automatically called if buffers changed through VertexArray API\n clearDrawParams() {\n this.drawParams = null;\n }\n\n getDrawParams() {\n // Auto deduced draw parameters\n this.drawParams = this.drawParams || this._updateDrawParams();\n\n return this.drawParams;\n }\n\n // Set (bind) an array or map of vertex array buffers, either in numbered or named locations.\n // For names that are not present in `location`, the supplied buffers will be ignored.\n // if a single buffer of type GL.ELEMENT_ARRAY_BUFFER is present, it will be set as elements\n // Signatures:\n // {attributeName: buffer}\n // {attributeName: [buffer, accessor]}\n // {attributeName: (typed) array} => constant\n setAttributes(attributes) {\n Object.assign(this.attributes, attributes);\n this.vertexArrayObject.bind(() => {\n for (const locationOrName in attributes) {\n const value = attributes[locationOrName];\n this._setAttribute(locationOrName, value);\n }\n // Make sure we don't leave any bindings\n this.gl.bindBuffer(GL.ARRAY_BUFFER, null);\n });\n\n return this;\n }\n\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported\n setElementBuffer(elementBuffer = null, accessor = {}) {\n this.elements = elementBuffer; // Save value for debugging\n this.elementsAccessor = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setElementBuffer(elementBuffer, accessor);\n\n return this;\n }\n\n // Set a location in vertex attributes array to a buffer\n setBuffer(locationOrName, buffer, appAccessor = {}) {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n return this.setElementBuffer(buffer, appAccessor);\n }\n\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n buffer,\n buffer.accessor,\n appAccessor\n );\n\n if (location >= 0) {\n this.values[location] = buffer;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setBuffer(location, buffer, accessor);\n }\n\n return this;\n }\n\n // Set attribute to constant value (small typed array corresponding to one vertex' worth of data)\n setConstant(locationOrName, arrayValue, appAccessor = {}) {\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n arrayValue,\n // Ensure that size isn't taken from program for multi-column\n // attributes\n Object.assign({size: arrayValue.length}, appAccessor)\n );\n\n if (location >= 0) {\n arrayValue = this.vertexArrayObject._normalizeConstantArrayValue(arrayValue);\n\n this.values[location] = arrayValue;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n\n // NOTE: We set the actual constant value later on bind. We can't set the value now since\n // constants are global and affect all other VertexArrays that have disabled attributes\n // in the same location.\n // We do disable the attribute which makes it use the global constant value at that location\n this.vertexArrayObject.enable(location, false);\n }\n\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, unbind temporarily to avoid conflicting with TransformFeedback\n unbindBuffers() {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.vertexArrayObject.setElementBuffer(null);\n }\n\n // Chrome does not like buffers that are bound to several binding points,\n // so we need to offer and unbind facility\n // WebGL offers disabling, but no clear way to set a VertexArray buffer to `null`\n // So we just bind all the attributes to the dummy \"attribute zero\" buffer\n this.buffer = this.buffer || new Buffer(this.gl, {accessor: {size: 4}});\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n if (this.values[location] instanceof Buffer) {\n this.gl.disableVertexAttribArray(location);\n this.gl.bindBuffer(GL.ARRAY_BUFFER, this.buffer.handle);\n this.gl.vertexAttribPointer(location, 1, GL.FLOAT, false, 0, 0);\n }\n }\n });\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, rebind rebind after temporary unbind\n bindBuffers() {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.setElementBuffer(this.elements);\n }\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n const buffer = this.values[location];\n if (buffer instanceof Buffer) {\n this.setBuffer(location, buffer);\n }\n }\n });\n return this;\n }\n\n // Bind for use\n // When a vertex array is about to be used, we must:\n // - Set constant attributes (since these are stored on the context and reset on bind)\n // - Check if we need to initialize the buffer\n bindForDraw(vertexCount, instanceCount, func) {\n let value;\n\n this.vertexArrayObject.bind(() => {\n // Make sure that any constant attributes are updated (stored on the context, not the VAO)\n // Also handles attribute 0\n this._setConstantAttributes(vertexCount, instanceCount);\n\n value = func();\n });\n\n return value;\n }\n\n // PRIVATE\n\n // Resolve locations and accessors\n _resolveLocationAndAccessor(locationOrName, value, valueAccessor, appAccessor) {\n const INVALID_RESULT = {\n location: -1,\n accessor: null\n };\n\n const {location, name} = this._getAttributeIndex(locationOrName);\n if (!Number.isFinite(location) || location < 0) {\n this.unused[locationOrName] = value;\n log.once(3, () => `unused value ${locationOrName} in ${this.id}`)();\n return INVALID_RESULT;\n }\n\n const accessInfo = this._getAttributeInfo(name || location);\n\n // Attribute location wasn't directly found.\n // Likely due to multi-location attributes (e.g. matrix)\n if (!accessInfo) {\n return INVALID_RESULT;\n }\n\n // Resolve the partial accessors into a final accessor\n const currentAccessor = this.accessors[location] || {};\n const accessor = Accessor.resolve(\n accessInfo.accessor,\n currentAccessor,\n valueAccessor,\n appAccessor\n );\n\n const {size, type} = accessor;\n assert(Number.isFinite(size) && Number.isFinite(type));\n\n return {location, accessor};\n }\n\n _getAttributeInfo(attributeName) {\n return this.configuration && this.configuration.getAttributeInfo(attributeName);\n }\n\n _getAttributeIndex(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return {location};\n }\n\n const multiLocation = MULTI_LOCATION_ATTRIBUTE_REGEXP.exec(locationOrName);\n const name = multiLocation ? multiLocation[1] : locationOrName;\n const locationOffset = multiLocation ? Number(multiLocation[2]) : 0;\n\n if (this.configuration) {\n return {\n location: this.configuration.getAttributeLocation(name) + locationOffset,\n name\n };\n }\n\n return {location: -1};\n }\n\n _setAttribute(locationOrName, value) {\n if (value instanceof Buffer) {\n // Signature: {attributeName: Buffer}\n this.setBuffer(locationOrName, value);\n } else if (Array.isArray(value) && value.length && value[0] instanceof Buffer) {\n // Signature: {attributeName: [buffer, accessor]}\n const buffer = value[0];\n const accessor = value[1];\n this.setBuffer(locationOrName, buffer, accessor);\n } else if (ArrayBuffer.isView(value) || Array.isArray(value)) {\n // Signature: {attributeName: constant}, constant == short (typed) array\n const constant = value;\n this.setConstant(locationOrName, constant);\n } else if (value.buffer instanceof Buffer) {\n // luma.gl v7: Support accessor objects with 'buffer' field\n // for interleaved data\n // Signature: {attributeName: {...accessor, buffer}}\n const accessor = value;\n this.setBuffer(locationOrName, accessor.buffer, accessor);\n } else {\n throw new Error(ERR_ATTRIBUTE_TYPE);\n }\n }\n\n // Updates all constant attribute values (constants are used when vertex attributes are disabled).\n // This needs to be done repeatedly since in contrast to buffer bindings,\n // constants are stored on the WebGL context, not the VAO\n _setConstantAttributes(vertexCount, instanceCount) {\n // TODO - use accessor to determine what length to use\n const elementCount = Math.max(vertexCount | 0, instanceCount | 0);\n let constant = this.values[0];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttributeZero(constant, elementCount);\n }\n\n for (let location = 1; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n constant = this.values[location];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttribute(location, constant);\n }\n }\n }\n\n _setConstantAttributeZero(constant, elementCount) {\n if (VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true})) {\n this._setConstantAttribute(0, constant);\n return;\n }\n\n // Get a dummy buffer populated with repeated constants\n const buffer = this.vertexArrayObject.getConstantBuffer(elementCount, constant);\n\n // Set the buffer on location 0\n this.vertexArrayObject.setBuffer(0, buffer, this.accessors[0]);\n }\n\n _setConstantAttribute(location, constant) {\n VertexArrayObject.setConstant(this.gl, location, constant);\n }\n\n // Walks the buffers and updates draw parameters\n _updateDrawParams() {\n const drawParams = {\n isIndexed: false,\n isInstanced: false,\n indexCount: Infinity,\n vertexCount: Infinity,\n instanceCount: Infinity\n };\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n this._updateDrawParamsForLocation(drawParams, location);\n }\n\n if (this.elements) {\n // indexing is autodetected - buffer with target GL.ELEMENT_ARRAY_BUFFER\n // index type is saved for drawElement calls\n drawParams.elementCount = this.elements.getElementCount(this.elements.accessor);\n drawParams.isIndexed = true;\n drawParams.indexType = this.elementsAccessor.type || this.elements.accessor.type;\n drawParams.indexOffset = this.elementsAccessor.offset || 0;\n }\n\n // Post-calculation checks\n if (drawParams.indexCount === Infinity) {\n drawParams.indexCount = 0;\n }\n if (drawParams.vertexCount === Infinity) {\n drawParams.vertexCount = 0;\n }\n if (drawParams.instanceCount === Infinity) {\n drawParams.instanceCount = 0;\n }\n\n return drawParams;\n }\n\n _updateDrawParamsForLocation(drawParams, location) {\n const value = this.values[location];\n const accessor = this.accessors[location];\n\n if (!value) {\n return;\n }\n\n // Check if instanced (whether buffer or constant)\n const {divisor} = accessor;\n const isInstanced = divisor > 0;\n drawParams.isInstanced = drawParams.isInstanced || isInstanced;\n\n if (value instanceof Buffer) {\n const buffer = value;\n\n if (isInstanced) {\n // instance attribute\n const instanceCount = buffer.getVertexCount(accessor);\n drawParams.instanceCount = Math.min(drawParams.instanceCount, instanceCount);\n } else {\n // normal attribute\n const vertexCount = buffer.getVertexCount(accessor);\n drawParams.vertexCount = Math.min(drawParams.vertexCount, vertexCount);\n }\n }\n }\n\n // DEPRECATED in v6.x - but not warnings not properly implemented\n\n setElements(elementBuffer = null, accessor = {}) {\n log.deprecated('setElements', 'setElementBuffer')();\n return this.setElementBuffer(elementBuffer, accessor);\n }\n}\n"],"file":"vertex-array.js"}
1
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GL from '@luma.gl/constants';\nimport {log} from '@luma.gl/gltools';\nimport Accessor from './accessor';\nimport Buffer from './webgl-buffer';\nimport Program from './program'; \nimport ProgramConfiguration from './program-configuration';\nimport VertexArrayObject, {VertexArrayObjectProps} from './vertex-array-object';\nimport {assert, stubRemovedMethods} from '../utils';\n\nconst ERR_ATTRIBUTE_TYPE =\n 'VertexArray: attributes must be Buffers or constants (i.e. typed array)';\n\n// This is done to support mat type attributes.\n// See section \"Notes about setting mat type attributes\"\n// in vertex-array.md\nconst MULTI_LOCATION_ATTRIBUTE_REGEXP = /^(.+)__LOCATION_([0-9]+)$/;\n\nexport type VertexArrayProps = {\n id?: string;\n program?: Program;\n configuration?: ProgramConfiguration;\n attributes?: any[];\n elements?: any;\n bindOnUse?: boolean;\n};\n\nexport type DrawParams = {\n elementCount: number;\n indexType: Uint16ArrayConstructor | Uint32ArrayConstructor;\n indexOffset: number;\n isIndexed: boolean;\n isInstanced: boolean;\n indexCount: number;\n vertexCount: number;\n instanceCount: number;\n};\n\nexport default class VertexArray {\n id: string;\n gl: WebGLRenderingContext;\n readonly attributes: object = {};\n\n vertexArrayObject: VertexArrayObject;\n accessors: Accessor[] = [];\n configuration: ProgramConfiguration | null = null;\n\n // Extracted information\n elements = null;\n elementsAccessor = null;\n values = null;\n unused = null;\n drawParams = null;\n buffer = null; // For attribute 0 on desktops, and created when unbinding buffers\n \n bindOnUse = false;\n\n constructor(gl: WebGLRenderingContext, props?: VertexArrayProps) {\n // Use program's id if program is supplied but no id is supplied\n const id = props?.id || (props?.program && props?.program.id);\n // super(gl, Object.assign({}, props, {id}));\n\n this.vertexArrayObject = new VertexArrayObject(gl);\n\n this.id = id;\n this.gl = gl;\n this.configuration = null;\n\n this.initialize(props);\n Object.seal(this);\n }\n\n delete(): void {\n if (this.buffer) {\n this.buffer.delete();\n }\n\n this.vertexArrayObject.delete();\n }\n\n initialize(props?: VertexArrayProps) {\n this.reset();\n this.configuration = null;\n this.bindOnUse = false;\n return this.setProps(props || {});\n }\n\n // Resets all attributes (to default valued constants)\n reset() {\n // this.vertexArrayObject.reset();\n\n this.elements = null;\n this.elementsAccessor = null;\n const {MAX_ATTRIBUTES} = this.vertexArrayObject;\n this.values = new Array(MAX_ATTRIBUTES).fill(null);\n this.accessors = new Array(MAX_ATTRIBUTES).fill(null);\n this.unused = {};\n\n // Auto detects draw params\n this.drawParams = null;\n\n return this;\n }\n\n setProps(props: VertexArrayProps) {\n if ('program' in props) {\n this.configuration = props.program && props.program.configuration;\n }\n if ('configuration' in props) {\n this.configuration = props.configuration;\n }\n if ('attributes' in props) {\n this.setAttributes(props.attributes);\n }\n if ('elements' in props) {\n this.setElementBuffer(props.elements);\n }\n if ('bindOnUse' in props) {\n // @ts-expect-error\n props = props.bindOnUse;\n }\n return this;\n }\n\n // Automatically called if buffers changed through VertexArray API\n clearDrawParams(): void {\n this.drawParams = null;\n }\n\n getDrawParams(): DrawParams {\n // Auto deduced draw parameters\n this.drawParams = this.drawParams || this._updateDrawParams();\n\n return this.drawParams;\n }\n\n // Set (bind) an array or map of vertex array buffers, either in numbered or named locations.\n // For names that are not present in `location`, the supplied buffers will be ignored.\n // if a single buffer of type GL.ELEMENT_ARRAY_BUFFER is present, it will be set as elements\n // Signatures:\n // {attributeName: buffer}\n // {attributeName: [buffer, accessor]}\n // {attributeName: (typed) array} => constant\n setAttributes(attributes): this {\n Object.assign(this.attributes, attributes);\n this.vertexArrayObject.bind(() => {\n for (const locationOrName in attributes) {\n const value = attributes[locationOrName];\n this._setAttribute(locationOrName, value);\n }\n // Make sure we don't leave any bindings\n this.gl.bindBuffer(GL.ARRAY_BUFFER, null);\n });\n\n return this;\n }\n\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported\n setElementBuffer(elementBuffer: Buffer | null = null, accessor = {}): this {\n this.elements = elementBuffer; // Save value for debugging\n this.elementsAccessor = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setElementBuffer(elementBuffer, accessor);\n\n return this;\n }\n\n // Set a location in vertex attributes array to a buffer\n setBuffer(locationOrName, buffer: Buffer, appAccessor = {}): this {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n this.setElementBuffer(buffer, appAccessor);\n return this;\n }\n\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n buffer,\n buffer.accessor,\n appAccessor\n );\n\n if (location >= 0) {\n this.values[location] = buffer;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setBuffer(location, buffer, accessor);\n }\n\n return this;\n }\n\n // Set attribute to constant value (small typed array corresponding to one vertex' worth of data)\n setConstant(locationOrName, arrayValue, appAccessor = {}): this {\n // @ts-expect-error\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n arrayValue,\n // Ensure that size isn't taken from program for multi-column\n // attributes\n {size: arrayValue.length, ...appAccessor}\n );\n\n if (location >= 0) {\n arrayValue = this.vertexArrayObject._normalizeConstantArrayValue(arrayValue);\n\n this.values[location] = arrayValue;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n\n // NOTE: We set the actual constant value later on bind. We can't set the value now since\n // constants are global and affect all other VertexArrays that have disabled attributes\n // in the same location.\n // We do disable the attribute which makes it use the global constant value at that location\n this.vertexArrayObject.enable(location, false);\n }\n\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, unbind temporarily to avoid conflicting with TransformFeedback\n unbindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.vertexArrayObject.setElementBuffer(null);\n }\n\n // Chrome does not like buffers that are bound to several binding points,\n // so we need to offer and unbind facility\n // WebGL offers disabling, but no clear way to set a VertexArray buffer to `null`\n // So we just bind all the attributes to the dummy \"attribute zero\" buffer\n this.buffer = this.buffer || new Buffer(this.gl, {accessor: {size: 4}});\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n if (this.values[location] instanceof Buffer) {\n this.gl.disableVertexAttribArray(location);\n this.gl.bindBuffer(GL.ARRAY_BUFFER, this.buffer.handle);\n this.gl.vertexAttribPointer(location, 1, GL.FLOAT, false, 0, 0);\n }\n }\n });\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, rebind rebind after temporary unbind\n bindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.setElementBuffer(this.elements);\n }\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n const buffer = this.values[location];\n if (buffer instanceof Buffer) {\n this.setBuffer(location, buffer);\n }\n }\n });\n return this;\n }\n\n // Bind for use\n // When a vertex array is about to be used, we must:\n // - Set constant attributes (since these are stored on the context and reset on bind)\n // - Check if we need to initialize the buffer\n bindForDraw(vertexCount, instanceCount, func) {\n let value;\n\n this.vertexArrayObject.bind(() => {\n // Make sure that any constant attributes are updated (stored on the context, not the VAO)\n // Also handles attribute 0\n this._setConstantAttributes(vertexCount, instanceCount);\n\n value = func();\n });\n\n return value;\n }\n\n // PRIVATE\n\n // Resolve locations and accessors\n _resolveLocationAndAccessor(locationOrName, value, valueAccessor, appAccessor) {\n const INVALID_RESULT = {\n location: -1,\n accessor: null\n };\n\n const {location, name} = this._getAttributeIndex(locationOrName);\n if (!Number.isFinite(location) || location < 0) {\n this.unused[locationOrName] = value;\n log.once(3, () => `unused value ${locationOrName} in ${this.id}`)();\n return INVALID_RESULT;\n }\n\n const accessInfo = this._getAttributeInfo(name || location);\n\n // Attribute location wasn't directly found.\n // Likely due to multi-location attributes (e.g. matrix)\n if (!accessInfo) {\n return INVALID_RESULT;\n }\n\n // Resolve the partial accessors into a final accessor\n const currentAccessor = this.accessors[location] || {};\n const accessor = Accessor.resolve(\n accessInfo.accessor,\n currentAccessor,\n valueAccessor,\n appAccessor\n );\n\n const {size, type} = accessor;\n assert(Number.isFinite(size) && Number.isFinite(type));\n\n return {location, accessor};\n }\n\n _getAttributeInfo(attributeName) {\n return this.configuration && this.configuration.getAttributeInfo(attributeName);\n }\n\n _getAttributeIndex(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return {location};\n }\n\n const multiLocation = MULTI_LOCATION_ATTRIBUTE_REGEXP.exec(locationOrName);\n const name = multiLocation ? multiLocation[1] : locationOrName;\n const locationOffset = multiLocation ? Number(multiLocation[2]) : 0;\n\n if (this.configuration) {\n return {\n location: this.configuration.getAttributeLocation(name) + locationOffset,\n name\n };\n }\n\n return {location: -1};\n }\n\n _setAttribute(locationOrName, value): void {\n if (value instanceof Buffer) {\n // Signature: {attributeName: Buffer}\n this.setBuffer(locationOrName, value);\n } else if (Array.isArray(value) && value.length && value[0] instanceof Buffer) {\n // Signature: {attributeName: [buffer, accessor]}\n const buffer = value[0];\n const accessor = value[1];\n this.setBuffer(locationOrName, buffer, accessor);\n } else if (ArrayBuffer.isView(value) || Array.isArray(value)) {\n // Signature: {attributeName: constant}, constant == short (typed) array\n const constant = value;\n this.setConstant(locationOrName, constant);\n } else if (value.buffer instanceof Buffer) {\n // luma.gl v7: Support accessor objects with 'buffer' field\n // for interleaved data\n // Signature: {attributeName: {...accessor, buffer}}\n const accessor = value;\n this.setBuffer(locationOrName, accessor.buffer, accessor);\n } else {\n throw new Error(ERR_ATTRIBUTE_TYPE);\n }\n }\n\n // Updates all constant attribute values (constants are used when vertex attributes are disabled).\n // This needs to be done repeatedly since in contrast to buffer bindings,\n // constants are stored on the WebGL context, not the VAO\n _setConstantAttributes(vertexCount, instanceCount): void {\n // TODO - use accessor to determine what length to use\n const elementCount = Math.max(vertexCount | 0, instanceCount | 0);\n let constant = this.values[0];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttributeZero(constant, elementCount);\n }\n\n for (let location = 1; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n constant = this.values[location];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttribute(location, constant);\n }\n }\n }\n\n _setConstantAttributeZero(constant, elementCount: number): void {\n if (VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true})) {\n this._setConstantAttribute(0, constant);\n return;\n }\n\n // Get a dummy buffer populated with repeated constants\n const buffer = this.vertexArrayObject.getConstantBuffer(elementCount, constant);\n\n // Set the buffer on location 0\n this.vertexArrayObject.setBuffer(0, buffer, this.accessors[0]);\n }\n\n _setConstantAttribute(location, constant): void {\n VertexArrayObject.setConstant(this.gl, location, constant);\n }\n\n // Walks the buffers and updates draw parameters\n _updateDrawParams(): DrawParams {\n const drawParams = {\n elementCount: 0,\n indexType: Uint16Array,\n indexOffset: 0,\n isIndexed: false,\n isInstanced: false,\n indexCount: Infinity,\n vertexCount: Infinity,\n instanceCount: Infinity\n };\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n this._updateDrawParamsForLocation(drawParams, location);\n }\n\n if (this.elements) {\n // indexing is autodetected - buffer with target GL.ELEMENT_ARRAY_BUFFER\n // index type is saved for drawElement calls\n drawParams.elementCount = this.elements.getElementCount(this.elements.accessor);\n drawParams.isIndexed = true;\n drawParams.indexType = this.elementsAccessor.type || this.elements.accessor.type;\n drawParams.indexOffset = this.elementsAccessor.offset || 0;\n }\n\n // Post-calculation checks\n if (drawParams.indexCount === Infinity) {\n drawParams.indexCount = 0;\n }\n if (drawParams.vertexCount === Infinity) {\n drawParams.vertexCount = 0;\n }\n if (drawParams.instanceCount === Infinity) {\n drawParams.instanceCount = 0;\n }\n\n return drawParams;\n }\n\n _updateDrawParamsForLocation(drawParams: DrawParams, location): void {\n const value = this.values[location];\n const accessor = this.accessors[location];\n\n if (!value) {\n return;\n }\n\n // Check if instanced (whether buffer or constant)\n const {divisor} = accessor;\n const isInstanced = divisor > 0;\n drawParams.isInstanced = drawParams.isInstanced || isInstanced;\n\n if (value instanceof Buffer) {\n const buffer = value;\n\n if (isInstanced) {\n // instance attribute\n const instanceCount = buffer.getVertexCount(accessor);\n drawParams.instanceCount = Math.min(drawParams.instanceCount, instanceCount);\n } else {\n // normal attribute\n const vertexCount = buffer.getVertexCount(accessor);\n drawParams.vertexCount = Math.min(drawParams.vertexCount, vertexCount);\n }\n }\n }\n\n // DEPRECATED in v6.x - but not warnings not properly implemented\n\n setElements(elementBuffer = null, accessor = {}) {\n log.deprecated('setElements', 'setElementBuffer')();\n return this.setElementBuffer(elementBuffer, accessor);\n }\n}\n"],"file":"vertex-array.js"}