@luma.gl/webgl 8.5.15 → 8.5.16

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 (194) hide show
  1. package/dist/dist.js +732 -848
  2. package/dist/dist.min.js +1 -1
  3. package/dist/es5/bundle.js.map +1 -1
  4. package/dist/es5/classes/accessor.js +31 -33
  5. package/dist/es5/classes/accessor.js.map +1 -1
  6. package/dist/es5/classes/buffer.js +24 -26
  7. package/dist/es5/classes/buffer.js.map +1 -1
  8. package/dist/es5/classes/clear.js.map +1 -1
  9. package/dist/es5/classes/copy-and-blit.js +3 -3
  10. package/dist/es5/classes/copy-and-blit.js.map +1 -1
  11. package/dist/es5/classes/framebuffer.js +70 -72
  12. package/dist/es5/classes/framebuffer.js.map +1 -1
  13. package/dist/es5/classes/program-configuration.js.map +1 -1
  14. package/dist/es5/classes/program.js +11 -13
  15. package/dist/es5/classes/program.js.map +1 -1
  16. package/dist/es5/classes/query.js +47 -49
  17. package/dist/es5/classes/query.js.map +1 -1
  18. package/dist/es5/classes/renderbuffer-formats.js.map +1 -1
  19. package/dist/es5/classes/renderbuffer.js +37 -39
  20. package/dist/es5/classes/renderbuffer.js.map +1 -1
  21. package/dist/es5/classes/resource.js +13 -15
  22. package/dist/es5/classes/resource.js.map +1 -1
  23. package/dist/es5/classes/shader.js +38 -44
  24. package/dist/es5/classes/shader.js.map +1 -1
  25. package/dist/es5/classes/texture-2d.js +16 -17
  26. package/dist/es5/classes/texture-2d.js.map +1 -1
  27. package/dist/es5/classes/texture-3d.js +15 -17
  28. package/dist/es5/classes/texture-3d.js.map +1 -1
  29. package/dist/es5/classes/texture-cube.js +10 -12
  30. package/dist/es5/classes/texture-cube.js.map +1 -1
  31. package/dist/es5/classes/texture-formats.js +1 -1
  32. package/dist/es5/classes/texture-formats.js.map +1 -1
  33. package/dist/es5/classes/texture.js +24 -26
  34. package/dist/es5/classes/texture.js.map +1 -1
  35. package/dist/es5/classes/transform-feedback.js +16 -22
  36. package/dist/es5/classes/transform-feedback.js.map +1 -1
  37. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  38. package/dist/es5/classes/uniforms.js +2 -2
  39. package/dist/es5/classes/uniforms.js.map +1 -1
  40. package/dist/es5/classes/vertex-array-object.js +69 -71
  41. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  42. package/dist/es5/classes/vertex-array.js.map +1 -1
  43. package/dist/es5/debug/debug-program-configuration.js +1 -1
  44. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  45. package/dist/es5/debug/debug-uniforms.js +1 -1
  46. package/dist/es5/debug/debug-uniforms.js.map +1 -1
  47. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  48. package/dist/es5/features/check-glsl-extension.js.map +1 -1
  49. package/dist/es5/features/check-old-ie.js.map +1 -1
  50. package/dist/es5/features/features.js +2 -2
  51. package/dist/es5/features/features.js.map +1 -1
  52. package/dist/es5/features/index.js +16 -16
  53. package/dist/es5/features/index.js.map +1 -1
  54. package/dist/es5/features/limits.js +1 -1
  55. package/dist/es5/features/limits.js.map +1 -1
  56. package/dist/es5/features/webgl-features-table.js.map +1 -1
  57. package/dist/es5/features/webgl-limits-table.js.map +1 -1
  58. package/dist/es5/glsl-utils/format-glsl-error.js.map +1 -1
  59. package/dist/es5/glsl-utils/get-shader-name.js.map +1 -1
  60. package/dist/es5/glsl-utils/get-shader-type-name.js.map +1 -1
  61. package/dist/es5/glsl-utils/get-shader-version.js.map +1 -1
  62. package/dist/es5/glsl-utils/index.js +11 -7
  63. package/dist/es5/glsl-utils/index.js.map +1 -1
  64. package/dist/es5/index.js +104 -104
  65. package/dist/es5/index.js.map +1 -1
  66. package/dist/es5/init.d.ts +1 -1
  67. package/dist/es5/init.js +4 -4
  68. package/dist/es5/init.js.map +1 -1
  69. package/dist/es5/utils/array-utils-flat.js +2 -2
  70. package/dist/es5/utils/array-utils-flat.js.map +1 -1
  71. package/dist/es5/utils/assert.js.map +1 -1
  72. package/dist/es5/utils/check-props.js.map +1 -1
  73. package/dist/es5/utils/format-value.js.map +1 -1
  74. package/dist/es5/utils/is-old-ie.js.map +1 -1
  75. package/dist/es5/utils/load-file.js +1 -1
  76. package/dist/es5/utils/load-file.js.map +1 -1
  77. package/dist/es5/utils/stub-methods.js.map +1 -1
  78. package/dist/es5/utils/utils.js +2 -2
  79. package/dist/es5/utils/utils.js.map +1 -1
  80. package/dist/es5/webgl-utils/attribute-utils.js +3 -3
  81. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  82. package/dist/es5/webgl-utils/constants-to-keys.js +1 -1
  83. package/dist/es5/webgl-utils/constants-to-keys.js.map +1 -1
  84. package/dist/es5/webgl-utils/format-utils.js.map +1 -1
  85. package/dist/es5/webgl-utils/get-error.js +1 -1
  86. package/dist/es5/webgl-utils/get-error.js.map +1 -1
  87. package/dist/es5/webgl-utils/request-animation-frame.js +1 -1
  88. package/dist/es5/webgl-utils/request-animation-frame.js.map +1 -1
  89. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  90. package/dist/es5/webgl-utils/typed-array-utils.js +1 -1
  91. package/dist/es5/webgl-utils/typed-array-utils.js.map +1 -1
  92. package/dist/esm/bundle.js.map +1 -1
  93. package/dist/esm/classes/accessor.js +12 -3
  94. package/dist/esm/classes/accessor.js.map +1 -1
  95. package/dist/esm/classes/buffer.js +41 -28
  96. package/dist/esm/classes/buffer.js.map +1 -1
  97. package/dist/esm/classes/clear.js +14 -12
  98. package/dist/esm/classes/clear.js.map +1 -1
  99. package/dist/esm/classes/copy-and-blit.js +27 -21
  100. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  101. package/dist/esm/classes/framebuffer.js +89 -64
  102. package/dist/esm/classes/framebuffer.js.map +1 -1
  103. package/dist/esm/classes/program-configuration.js.map +1 -1
  104. package/dist/esm/classes/program.js +40 -32
  105. package/dist/esm/classes/program.js.map +1 -1
  106. package/dist/esm/classes/query.js +11 -6
  107. package/dist/esm/classes/query.js.map +1 -1
  108. package/dist/esm/classes/renderbuffer-formats.js.map +1 -1
  109. package/dist/esm/classes/renderbuffer.js +25 -19
  110. package/dist/esm/classes/renderbuffer.js.map +1 -1
  111. package/dist/esm/classes/resource.js +34 -19
  112. package/dist/esm/classes/resource.js.map +1 -1
  113. package/dist/esm/classes/shader.js +13 -10
  114. package/dist/esm/classes/shader.js.map +1 -1
  115. package/dist/esm/classes/texture-2d.js +2 -1
  116. package/dist/esm/classes/texture-2d.js.map +1 -1
  117. package/dist/esm/classes/texture-3d.js +17 -14
  118. package/dist/esm/classes/texture-3d.js.map +1 -1
  119. package/dist/esm/classes/texture-cube.js +23 -19
  120. package/dist/esm/classes/texture-cube.js.map +1 -1
  121. package/dist/esm/classes/texture-formats.js.map +1 -1
  122. package/dist/esm/classes/texture.js +47 -35
  123. package/dist/esm/classes/texture.js.map +1 -1
  124. package/dist/esm/classes/transform-feedback.js +12 -6
  125. package/dist/esm/classes/transform-feedback.js.map +1 -1
  126. package/dist/esm/classes/uniform-buffer-layout.js.map +1 -1
  127. package/dist/esm/classes/uniforms.js +6 -6
  128. package/dist/esm/classes/uniforms.js.map +1 -1
  129. package/dist/esm/classes/vertex-array-object.js +17 -9
  130. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  131. package/dist/esm/classes/vertex-array.js +17 -7
  132. package/dist/esm/classes/vertex-array.js.map +1 -1
  133. package/dist/esm/debug/debug-program-configuration.js +4 -4
  134. package/dist/esm/debug/debug-program-configuration.js.map +1 -1
  135. package/dist/esm/debug/debug-uniforms.js +16 -14
  136. package/dist/esm/debug/debug-uniforms.js.map +1 -1
  137. package/dist/esm/debug/debug-vertex-array.js +16 -14
  138. package/dist/esm/debug/debug-vertex-array.js.map +1 -1
  139. package/dist/esm/features/check-glsl-extension.js +3 -2
  140. package/dist/esm/features/check-glsl-extension.js.map +1 -1
  141. package/dist/esm/features/check-old-ie.js +2 -1
  142. package/dist/esm/features/check-old-ie.js.map +1 -1
  143. package/dist/esm/features/features.js +1 -1
  144. package/dist/esm/features/features.js.map +1 -1
  145. package/dist/esm/features/index.js.map +1 -1
  146. package/dist/esm/features/limits.js.map +1 -1
  147. package/dist/esm/features/webgl-features-table.js +1 -1
  148. package/dist/esm/features/webgl-features-table.js.map +1 -1
  149. package/dist/esm/features/webgl-limits-table.js.map +1 -1
  150. package/dist/esm/glsl-utils/format-glsl-error.js +9 -7
  151. package/dist/esm/glsl-utils/format-glsl-error.js.map +1 -1
  152. package/dist/esm/glsl-utils/get-shader-name.js +2 -1
  153. package/dist/esm/glsl-utils/get-shader-name.js.map +1 -1
  154. package/dist/esm/glsl-utils/get-shader-type-name.js.map +1 -1
  155. package/dist/esm/glsl-utils/get-shader-version.js.map +1 -1
  156. package/dist/esm/glsl-utils/index.js.map +1 -1
  157. package/dist/esm/index.js.map +1 -1
  158. package/dist/esm/init.d.ts +1 -1
  159. package/dist/esm/init.js +4 -4
  160. package/dist/esm/init.js.map +1 -1
  161. package/dist/esm/utils/array-utils-flat.js +7 -6
  162. package/dist/esm/utils/array-utils-flat.js.map +1 -1
  163. package/dist/esm/utils/assert.js.map +1 -1
  164. package/dist/esm/utils/check-props.js +4 -4
  165. package/dist/esm/utils/check-props.js.map +1 -1
  166. package/dist/esm/utils/format-value.js +4 -3
  167. package/dist/esm/utils/format-value.js.map +1 -1
  168. package/dist/esm/utils/is-old-ie.js +2 -1
  169. package/dist/esm/utils/is-old-ie.js.map +1 -1
  170. package/dist/esm/utils/load-file.js +3 -2
  171. package/dist/esm/utils/load-file.js.map +1 -1
  172. package/dist/esm/utils/stub-methods.js +2 -3
  173. package/dist/esm/utils/stub-methods.js.map +1 -1
  174. package/dist/esm/utils/utils.js +3 -2
  175. package/dist/esm/utils/utils.js.map +1 -1
  176. package/dist/esm/webgl-utils/attribute-utils.js +11 -8
  177. package/dist/esm/webgl-utils/attribute-utils.js.map +1 -1
  178. package/dist/esm/webgl-utils/constants-to-keys.js +3 -3
  179. package/dist/esm/webgl-utils/constants-to-keys.js.map +1 -1
  180. package/dist/esm/webgl-utils/format-utils.js.map +1 -1
  181. package/dist/esm/webgl-utils/get-error.js +1 -1
  182. package/dist/esm/webgl-utils/get-error.js.map +1 -1
  183. package/dist/esm/webgl-utils/request-animation-frame.js.map +1 -1
  184. package/dist/esm/webgl-utils/texture-utils.js +1 -1
  185. package/dist/esm/webgl-utils/texture-utils.js.map +1 -1
  186. package/dist/esm/webgl-utils/typed-array-utils.js +19 -15
  187. package/dist/esm/webgl-utils/typed-array-utils.js.map +1 -1
  188. package/package.json +5 -5
  189. package/src/classes/framebuffer.js +1 -0
  190. package/src/classes/transform-feedback.js +1 -1
  191. package/src/classes/vertex-array-object.js +1 -1
  192. package/src/init.d.ts +1 -1
  193. package/src/init.js +1 -1
  194. package/src/webgl-utils/texture-utils.js +2 -0
@@ -1 +1 @@
1
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GL from '@luma.gl/constants';\nimport {getWebGL2Context, assertWebGL2Context, log} from '@luma.gl/gltools';\nimport Resource from './resource';\nimport Texture2D from './texture-2d';\nimport Renderbuffer from './renderbuffer';\nimport {clear, clearBuffer} from './clear';\nimport {copyToDataUrl} from './copy-and-blit.js';\n\nimport {getFeatures} from '../features';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\n\nconst ERR_MULTIPLE_RENDERTARGETS = 'Multiple render targets not supported';\n\nexport default class Framebuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Framebuffer';\n }\n static isSupported(gl, options = {}) {\n const {\n colorBufferFloat, // Whether floating point textures can be rendered and read\n colorBufferHalfFloat // Whether half float textures can be rendered and read\n } = options;\n let supported = true;\n\n if (colorBufferFloat) {\n supported = Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1, not exposed on all platforms\n gl.getExtension('WEBGL_color_buffer_float') ||\n // WebGL 1, implicitly enables float render targets https://www.khronos.org/registry/webgl/extensions/OES_texture_float/\n gl.getExtension('OES_texture_float')\n );\n }\n\n if (colorBufferHalfFloat) {\n supported =\n supported &&\n Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('EXT_color_buffer_half_float')\n );\n }\n\n return supported;\n }\n\n // Create a Framebuffer wrapper for the default framebuffer (target === null)\n static getDefaultFramebuffer(gl) {\n gl.luma = gl.luma || {};\n gl.luma.defaultFramebuffer =\n gl.luma.defaultFramebuffer ||\n new Framebuffer(gl, {\n id: 'default-framebuffer',\n handle: null,\n attachments: {}\n });\n // TODO - can we query for and get a handle to the GL.FRONT renderbuffer?\n return gl.luma.defaultFramebuffer;\n }\n\n get MAX_COLOR_ATTACHMENTS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_COLOR_ATTACHMENTS);\n }\n\n get MAX_DRAW_BUFFERS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_DRAW_BUFFERS);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // Public members\n this.width = null;\n this.height = null;\n this.attachments = {};\n this.readBuffer = GL.COLOR_ATTACHMENT0;\n this.drawBuffers = [GL.COLOR_ATTACHMENT0];\n this.ownResources = [];\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n get color() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get texture() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get depth() {\n return (\n this.attachments[GL.DEPTH_ATTACHMENT] || this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] || null\n );\n }\n\n get stencil() {\n return (\n this.attachments[GL.STENCIL_ATTACHMENT] ||\n this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] ||\n null\n );\n }\n\n initialize({\n width = 1,\n height = 1,\n attachments = null,\n color = true,\n depth = true,\n stencil = false,\n check = true,\n readBuffer = undefined,\n drawBuffers = undefined\n }) {\n assert(width >= 0 && height >= 0, 'Width and height need to be integers');\n\n // Store actual width and height for diffing\n this.width = width;\n this.height = height;\n\n // Resize any provided attachments - note that resize only resizes if needed\n // Note: A framebuffer has no separate size, it is defined by its attachments (which must agree)\n if (attachments) {\n for (const attachment in attachments) {\n const target = attachments[attachment];\n const object = Array.isArray(target) ? target[0] : target;\n object.resize({width, height});\n }\n } else {\n // Create any requested default attachments\n attachments = this._createDefaultAttachments(color, depth, stencil, width, height);\n }\n\n this.update({clearAttachments: true, attachments, readBuffer, drawBuffers});\n\n // Checks that framebuffer was properly set up, if not, throws an explanatory error\n if (attachments && check) {\n this.checkStatus();\n }\n }\n\n delete() {\n for (const resource of this.ownResources) {\n resource.delete();\n }\n super.delete();\n return this;\n }\n\n update({\n attachments = {},\n readBuffer,\n drawBuffers,\n clearAttachments = false,\n resizeAttachments = true\n }) {\n this.attach(attachments, {clearAttachments, resizeAttachments});\n\n const {gl} = this;\n // Multiple render target support, set read buffer and draw buffers\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n if (readBuffer) {\n this._setReadBuffer(readBuffer);\n }\n if (drawBuffers) {\n this._setDrawBuffers(drawBuffers);\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // Attachment resize is expected to be a noop if size is same\n resize(options = {}) {\n let {width, height} = options;\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n for (const attachmentPoint in this.attachments) {\n this.attachments[attachmentPoint].resize({width, height});\n }\n this.width = width;\n this.height = height;\n return this;\n }\n\n // Attach from a map of attachments\n attach(attachments, {clearAttachments = false, resizeAttachments = true} = {}) {\n const newAttachments = {};\n\n // Any current attachments need to be removed, add null values to map\n if (clearAttachments) {\n Object.keys(this.attachments).forEach(key => {\n newAttachments[key] = null;\n });\n }\n\n // Overlay the new attachments\n Object.assign(newAttachments, attachments);\n\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (const key in newAttachments) {\n // Ensure key is not undefined\n assert(key !== undefined, 'Misspelled framebuffer binding point?');\n\n const attachment = Number(key);\n\n const descriptor = newAttachments[attachment];\n let object = descriptor;\n if (!object) {\n this._unattach(attachment);\n } else if (object instanceof Renderbuffer) {\n this._attachRenderbuffer({attachment, renderbuffer: object});\n } else if (Array.isArray(descriptor)) {\n const [texture, layer = 0, level = 0] = descriptor;\n object = texture;\n this._attachTexture({attachment, texture, layer, level});\n } else {\n this._attachTexture({attachment, texture: object, layer: 0, level: 0});\n }\n\n // Resize objects\n if (resizeAttachments && object) {\n object.resize({width: this.width, height: this.height});\n }\n }\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // Assign to attachments and remove any nulls to get a clean attachment map\n Object.assign(this.attachments, attachments);\n Object.keys(this.attachments)\n .filter(key => !this.attachments[key])\n .forEach(key => {\n delete this.attachments[key];\n });\n }\n\n checkStatus() {\n const {gl} = this;\n const status = this.getStatus();\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(_getFrameBufferStatus(status));\n }\n return this;\n }\n\n getStatus() {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n return status;\n }\n\n clear(options = {}) {\n const {color, depth, stencil, drawBuffers = []} = options;\n\n // Bind framebuffer and delegate to global clear functions\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n if (color || depth || stencil) {\n clear(this.gl, {color, depth, stencil});\n }\n\n drawBuffers.forEach((value, drawBuffer) => {\n clearBuffer(this.gl, {drawBuffer, value});\n });\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // NOTE: Slow requires roundtrip to GPU\n // App can provide pixelArray or have it auto allocated by this method\n // @returns {Uint8Array|Uint16Array|FloatArray} - pixel array,\n // newly allocated by this method unless provided by app.\n readPixels(opts = {}) {\n log.error(\n 'Framebuffer.readPixels() is no logner supported, use readPixelsToArray(framebuffer)'\n )();\n return null;\n }\n\n // Reads data into provided buffer object asynchronously\n // This function doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n readPixelsToBuffer(opts = {}) {\n log.error(\n 'Framebuffer.readPixelsToBuffer()is no logner supported, use readPixelsToBuffer(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels as a dataUrl\n copyToDataUrl(opts = {}) {\n log.error(\n 'Framebuffer.copyToDataUrl() is no logner supported, use copyToDataUrl(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels into an HTML Image\n copyToImage(opts = {}) {\n log.error('Framebuffer.copyToImage() is no logner supported, use copyToImage(framebuffer)')();\n return null;\n }\n\n // copyToFramebuffer({width, height}) {\n // const scaleX = width / this.width;\n // const scaleY = height / this.height;\n // const scale = Math.min(scaleX, scaleY);\n // width = width * scale;\n // height = height * scale;\n // const scaledFramebuffer = new Framebuffer(this.gl, {width, height});\n // this.blit();\n // }\n\n // Copy a rectangle from a framebuffer attachment into a texture (at an offset)\n // NOTE: assumes texture has enough storage allocated\n // eslint-disable-next-line complexity\n copyToTexture(opts = {}) {\n log.error(\n 'Framebuffer.copyToTexture({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n // WEBGL2 INTERFACE\n\n // Copies a rectangle of pixels between framebuffers\n // eslint-disable-next-line complexity\n blit(opts = {}) {\n log.error('Framebuffer.blit({...}) is no logner supported, use blit(source, target, opts)')();\n return null;\n }\n\n // signals to the GL that it need not preserve all pixels of a specified region of the framebuffer\n invalidate({attachments = [], x = 0, y = 0, width, height}) {\n const gl2 = assertWebGL2Context(this.gl);\n const prevHandle = gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, this.handle);\n const invalidateAll = x === 0 && y === 0 && width === undefined && height === undefined;\n if (invalidateAll) {\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments);\n } else {\n // TODO - why does type checking fail on this line\n // @ts-ignore\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments, x, y, width, height);\n }\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevHandle);\n return this;\n }\n\n // Return the value for `pname` of the specified attachment.\n // The type returned is the type of the requested pname\n getAttachmentParameter(attachment, pname, keys) {\n let value = this._getAttachmentParameterFallback(pname);\n if (value === null) {\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n value = this.gl.getFramebufferAttachmentParameter(GL.FRAMEBUFFER, attachment, pname);\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n if (keys && value > 1000) {\n // @ts-ignore\n value = getKey(this.gl, value);\n }\n return value;\n }\n\n getAttachmentParameters(\n attachment = GL.COLOR_ATTACHMENT0,\n keys,\n // @ts-ignore\n parameters = this.constructor.ATTACHMENT_PARAMETERS || []\n ) {\n const values = {};\n for (const pname of parameters) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getAttachmentParameter(attachment, pname, keys);\n }\n return values;\n }\n\n getParameters(keys = true) {\n const attachments = Object.keys(this.attachments);\n // if (this === this.gl.luma.defaultFramebuffer) {\n // attachments = [GL.COLOR_ATTACHMENT0, GL.DEPTH_STENCIL_ATTACHMENT];\n // }\n const parameters = {};\n for (const attachmentName of attachments) {\n const attachment = Number(attachmentName);\n const key = keys ? getKey(this.gl, attachment) : attachment;\n parameters[key] = this.getAttachmentParameters(attachment, keys);\n }\n return parameters;\n }\n\n // DEBUG\n\n // Note: Will only work when called in an event handler\n show() {\n if (typeof window !== 'undefined') {\n window.open(copyToDataUrl(this), 'luma-debug-texture');\n }\n return this;\n }\n\n log(logLevel = 0, message = '') {\n if (logLevel > log.level || typeof window === 'undefined') {\n return this;\n }\n message = message || `Framebuffer ${this.id}`;\n const image = copyToDataUrl(this, {targetMaxHeight: 100});\n log.image({logLevel, message, image}, message)();\n return this;\n }\n\n // WEBGL INTERFACE\n bind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, this.handle);\n return this;\n }\n\n unbind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, null);\n return this;\n }\n\n // PRIVATE METHODS\n\n _createDefaultAttachments(color, depth, stencil, width, height) {\n let defaultAttachments = null;\n\n // Add a color buffer if requested and not supplied\n if (color) {\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.COLOR_ATTACHMENT0] = new Texture2D(this.gl, {\n id: `${this.id}-color0`,\n pixels: null, // reserves texture memory, but texels are undefined\n format: GL.RGBA,\n type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. To have consistant\n // behavior we always disable mipmaps.\n mipmaps: false,\n // Set MIN and MAG filtering parameters so mipmaps are not used in sampling.\n // Use LINEAR so subpixel algos like fxaa work.\n // Set WRAP modes that support NPOT textures too.\n parameters: {\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n }\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.COLOR_ATTACHMENT0]);\n }\n\n if (depth && stencil) {\n // TODO - handle separate stencil\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth-stencil`,\n format: GL.DEPTH24_STENCIL8,\n width,\n height: 111\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT]);\n // TODO - optional texture\n // new Texture2D(this.gl, {\n // id: `${this.id}-depth-stencil`,\n // format: GL.DEPTH24_STENCIL8,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n // width,\n // height,\n // mipmaps: false\n // });\n } else if (depth) {\n // Add a depth buffer if requested and not supplied\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth`,\n format: GL.DEPTH_COMPONENT16,\n width,\n height\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_ATTACHMENT]);\n } else if (stencil) {\n // TODO - handle separate stencil\n assert(false);\n }\n\n return defaultAttachments;\n }\n\n _unattach(attachment) {\n const oldAttachment = this.attachments[attachment];\n if (!oldAttachment) {\n return;\n }\n if (oldAttachment instanceof Renderbuffer) {\n // render buffer\n this.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, null);\n } else {\n // Must be a texture attachment\n this.gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, null, 0);\n }\n delete this.attachments[attachment];\n }\n\n _attachRenderbuffer({attachment = GL.COLOR_ATTACHMENT0, renderbuffer}) {\n const {gl} = this;\n // TODO - is the bind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, renderbuffer.handle);\n gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, renderbuffer.handle);\n // TODO - is the unbind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.attachments[attachment] = renderbuffer;\n }\n\n // layer = 0 - index into Texture2DArray and Texture3D or face for `TextureCubeMap`\n // level = 0 - mipmapLevel (must be 0 in WebGL1)\n _attachTexture({attachment = GL.COLOR_ATTACHMENT0, texture, layer, level}) {\n const {gl} = this;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n const gl2 = assertWebGL2Context(gl);\n gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n this.attachments[attachment] = texture;\n }\n\n // Expects framebuffer to be bound\n _setReadBuffer(readBuffer) {\n const gl2 = getWebGL2Context(this.gl);\n if (gl2) {\n gl2.readBuffer(readBuffer);\n } else {\n // Setting to color attachment 0 is a noop, so allow it in WebGL1\n assert(\n readBuffer === GL.COLOR_ATTACHMENT0 || readBuffer === GL.BACK,\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n this.readBuffer = readBuffer;\n }\n\n // Expects framebuffer to be bound\n _setDrawBuffers(drawBuffers) {\n const {gl} = this;\n const gl2 = assertWebGL2Context(gl);\n if (gl2) {\n gl2.drawBuffers(drawBuffers);\n } else {\n // TODO - is this not handled by polyfills?\n const ext = gl.getExtension('WEBGL_draw_buffers');\n if (ext) {\n ext.drawBuffersWEBGL(drawBuffers);\n } else {\n // Setting a single draw buffer to color attachment 0 is a noop, allow in WebGL1\n assert(\n drawBuffers.length === 1 &&\n (drawBuffers[0] === GL.COLOR_ATTACHMENT0 || drawBuffers[0] === GL.BACK),\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n }\n this.drawBuffers = drawBuffers;\n }\n\n // Attempt to provide workable defaults for WebGL2 symbols under WebGL1\n // null means OK to query\n // TODO - move to webgl1 polyfills\n /* eslint-disable complexity */\n _getAttachmentParameterFallback(pname) {\n const caps = getFeatures(this.gl);\n\n switch (pname) {\n case GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: // GLint\n return !caps.WEBGL2 ? 0 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: // GLint\n return !caps.WEBGL2 ? 8 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: // GLenum\n return !caps.WEBGL2 ? GL.UNSIGNED_INT : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:\n return !caps.WEBGL2 && !caps.EXT_sRGB ? GL.LINEAR : null;\n default:\n return null;\n }\n }\n /* eslint-enable complexity */\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createFramebuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteFramebuffer(this.handle);\n }\n\n _bindHandle(handle) {\n return this.gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n }\n}\n\n// PUBLIC METHODS\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer) {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status) {\n // Use error mapping if installed\n // @ts-ignore\n const STATUS = Framebuffer.STATUS || {};\n return STATUS[status] || `Framebuffer error ${status}`;\n}\n\nexport const FRAMEBUFFER_ATTACHMENT_PARAMETERS = [\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, // WebGLRenderbuffer or WebGLTexture\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, // GL.RENDERBUFFER, GL.TEXTURE, GL.NONE\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, // GL.TEXTURE_CUBE_MAP_POSITIVE_X, etc.\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, // GLint\n // EXT_sRGB or WebGL2\n GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, // GL.LINEAR, GL.SRBG\n // WebGL2\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE // GLint\n // GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE\n // GL.FLOAT, GL.INT, GL.UNSIGNED_INT, GL.SIGNED_NORMALIZED, OR GL.UNSIGNED_NORMALIZED.\n];\n\nFramebuffer.ATTACHMENT_PARAMETERS = FRAMEBUFFER_ATTACHMENT_PARAMETERS;\n"],"file":"framebuffer.js"}
1
+ {"version":3,"file":"framebuffer.js","names":["getWebGL2Context","assertWebGL2Context","log","Resource","Texture2D","Renderbuffer","clear","clearBuffer","copyToDataUrl","getFeatures","getKey","assert","ERR_MULTIPLE_RENDERTARGETS","Framebuffer","Symbol","toStringTag","isSupported","gl","options","colorBufferFloat","colorBufferHalfFloat","supported","Boolean","getExtension","getDefaultFramebuffer","luma","defaultFramebuffer","id","handle","attachments","MAX_COLOR_ATTACHMENTS","gl2","getParameter","MAX_DRAW_BUFFERS","constructor","opts","width","height","readBuffer","drawBuffers","ownResources","initialize","Object","seal","color","texture","depth","stencil","check","undefined","attachment","target","object","Array","isArray","resize","_createDefaultAttachments","update","clearAttachments","checkStatus","delete","resource","resizeAttachments","attach","prevHandle","bindFramebuffer","_setReadBuffer","_setDrawBuffers","drawingBufferWidth","drawingBufferHeight","attachmentPoint","newAttachments","keys","forEach","key","assign","Number","descriptor","_unattach","_attachRenderbuffer","renderbuffer","layer","level","_attachTexture","filter","status","getStatus","Error","_getFrameBufferStatus","checkFramebufferStatus","value","drawBuffer","readPixels","error","readPixelsToBuffer","copyToImage","copyToTexture","blit","invalidate","x","y","invalidateAll","invalidateFramebuffer","getAttachmentParameter","pname","_getAttachmentParameterFallback","getFramebufferAttachmentParameter","getAttachmentParameters","parameters","ATTACHMENT_PARAMETERS","values","getParameters","attachmentName","show","window","open","logLevel","message","image","targetMaxHeight","bind","unbind","defaultAttachments","pixels","format","type","mipmaps","push","oldAttachment","framebufferRenderbuffer","framebufferTexture2D","bindTexture","framebufferTextureLayer","face","mapIndexToCubeMapFace","ext","drawBuffersWEBGL","length","caps","WEBGL2","EXT_sRGB","_createHandle","createFramebuffer","_deleteHandle","deleteFramebuffer","_bindHandle","STATUS","FRAMEBUFFER_ATTACHMENT_PARAMETERS"],"sources":["../../../src/classes/framebuffer.js"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport {getWebGL2Context, assertWebGL2Context, log} from '@luma.gl/gltools';\nimport Resource from './resource';\nimport Texture2D from './texture-2d';\nimport Renderbuffer from './renderbuffer';\nimport {clear, clearBuffer} from './clear';\nimport {copyToDataUrl} from './copy-and-blit.js';\n\nimport {getFeatures} from '../features';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\n\nconst ERR_MULTIPLE_RENDERTARGETS = 'Multiple render targets not supported';\n\nexport default class Framebuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Framebuffer';\n }\n static isSupported(gl, options = {}) {\n const {\n colorBufferFloat, // Whether floating point textures can be rendered and read\n colorBufferHalfFloat // Whether half float textures can be rendered and read\n } = options;\n let supported = true;\n\n if (colorBufferFloat) {\n supported = Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1, not exposed on all platforms\n gl.getExtension('WEBGL_color_buffer_float') ||\n // WebGL 1, implicitly enables float render targets https://www.khronos.org/registry/webgl/extensions/OES_texture_float/\n gl.getExtension('OES_texture_float')\n );\n }\n\n if (colorBufferHalfFloat) {\n supported =\n supported &&\n Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('EXT_color_buffer_half_float')\n );\n }\n\n return supported;\n }\n\n // Create a Framebuffer wrapper for the default framebuffer (target === null)\n static getDefaultFramebuffer(gl) {\n gl.luma = gl.luma || {};\n gl.luma.defaultFramebuffer =\n gl.luma.defaultFramebuffer ||\n new Framebuffer(gl, {\n id: 'default-framebuffer',\n handle: null,\n attachments: {}\n });\n // TODO - can we query for and get a handle to the GL.FRONT renderbuffer?\n return gl.luma.defaultFramebuffer;\n }\n\n get MAX_COLOR_ATTACHMENTS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_COLOR_ATTACHMENTS);\n }\n\n get MAX_DRAW_BUFFERS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_DRAW_BUFFERS);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // Public members\n this.width = null;\n this.height = null;\n this.attachments = {};\n this.readBuffer = GL.COLOR_ATTACHMENT0;\n this.drawBuffers = [GL.COLOR_ATTACHMENT0];\n this.ownResources = [];\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n get color() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get texture() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get depth() {\n return (\n this.attachments[GL.DEPTH_ATTACHMENT] || this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] || null\n );\n }\n\n get stencil() {\n return (\n this.attachments[GL.STENCIL_ATTACHMENT] ||\n this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] ||\n null\n );\n }\n\n initialize({\n width = 1,\n height = 1,\n attachments = null,\n color = true,\n depth = true,\n stencil = false,\n check = true,\n readBuffer = undefined,\n drawBuffers = undefined\n }) {\n assert(width >= 0 && height >= 0, 'Width and height need to be integers');\n\n // Store actual width and height for diffing\n this.width = width;\n this.height = height;\n\n // Resize any provided attachments - note that resize only resizes if needed\n // Note: A framebuffer has no separate size, it is defined by its attachments (which must agree)\n if (attachments) {\n for (const attachment in attachments) {\n const target = attachments[attachment];\n const object = Array.isArray(target) ? target[0] : target;\n object.resize({width, height});\n }\n } else {\n // Create any requested default attachments\n attachments = this._createDefaultAttachments(color, depth, stencil, width, height);\n }\n\n this.update({clearAttachments: true, attachments, readBuffer, drawBuffers});\n\n // Checks that framebuffer was properly set up, if not, throws an explanatory error\n if (attachments && check) {\n this.checkStatus();\n }\n }\n\n delete() {\n for (const resource of this.ownResources) {\n resource.delete();\n }\n super.delete();\n return this;\n }\n\n update({\n attachments = {},\n readBuffer,\n drawBuffers,\n clearAttachments = false,\n resizeAttachments = true\n }) {\n this.attach(attachments, {clearAttachments, resizeAttachments});\n\n const {gl} = this;\n // Multiple render target support, set read buffer and draw buffers\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n if (readBuffer) {\n this._setReadBuffer(readBuffer);\n }\n if (drawBuffers) {\n this._setDrawBuffers(drawBuffers);\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // Attachment resize is expected to be a noop if size is same\n resize(options = {}) {\n let {width, height} = options;\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n for (const attachmentPoint in this.attachments) {\n this.attachments[attachmentPoint].resize({width, height});\n }\n this.width = width;\n this.height = height;\n return this;\n }\n\n // Attach from a map of attachments\n attach(attachments, {clearAttachments = false, resizeAttachments = true} = {}) {\n const newAttachments = {};\n\n // Any current attachments need to be removed, add null values to map\n if (clearAttachments) {\n Object.keys(this.attachments).forEach(key => {\n newAttachments[key] = null;\n });\n }\n\n // Overlay the new attachments\n Object.assign(newAttachments, attachments);\n\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (const key in newAttachments) {\n // Ensure key is not undefined\n assert(key !== undefined, 'Misspelled framebuffer binding point?');\n\n const attachment = Number(key);\n\n const descriptor = newAttachments[attachment];\n let object = descriptor;\n if (!object) {\n this._unattach(attachment);\n } else if (object instanceof Renderbuffer) {\n this._attachRenderbuffer({attachment, renderbuffer: object});\n } else if (Array.isArray(descriptor)) {\n const [texture, layer = 0, level = 0] = descriptor;\n object = texture;\n this._attachTexture({attachment, texture, layer, level});\n } else {\n this._attachTexture({attachment, texture: object, layer: 0, level: 0});\n }\n\n // Resize objects\n if (resizeAttachments && object) {\n object.resize({width: this.width, height: this.height});\n }\n }\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // Assign to attachments and remove any nulls to get a clean attachment map\n Object.assign(this.attachments, attachments);\n Object.keys(this.attachments)\n .filter(key => !this.attachments[key])\n .forEach(key => {\n delete this.attachments[key];\n });\n }\n\n checkStatus() {\n const {gl} = this;\n const status = this.getStatus();\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(_getFrameBufferStatus(status));\n }\n return this;\n }\n\n getStatus() {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n return status;\n }\n\n clear(options = {}) {\n const {color, depth, stencil, drawBuffers = []} = options;\n\n // Bind framebuffer and delegate to global clear functions\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n if (color || depth || stencil) {\n clear(this.gl, {color, depth, stencil});\n }\n\n drawBuffers.forEach((value, drawBuffer) => {\n clearBuffer(this.gl, {drawBuffer, value});\n });\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // NOTE: Slow requires roundtrip to GPU\n // App can provide pixelArray or have it auto allocated by this method\n // @returns {Uint8Array|Uint16Array|FloatArray} - pixel array,\n // newly allocated by this method unless provided by app.\n readPixels(opts = {}) {\n log.error(\n 'Framebuffer.readPixels() is no logner supported, use readPixelsToArray(framebuffer)'\n )();\n return null;\n }\n\n // Reads data into provided buffer object asynchronously\n // This function doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n readPixelsToBuffer(opts = {}) {\n log.error(\n 'Framebuffer.readPixelsToBuffer()is no logner supported, use readPixelsToBuffer(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels as a dataUrl\n copyToDataUrl(opts = {}) {\n log.error(\n 'Framebuffer.copyToDataUrl() is no logner supported, use copyToDataUrl(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels into an HTML Image\n copyToImage(opts = {}) {\n log.error('Framebuffer.copyToImage() is no logner supported, use copyToImage(framebuffer)')();\n return null;\n }\n\n // copyToFramebuffer({width, height}) {\n // const scaleX = width / this.width;\n // const scaleY = height / this.height;\n // const scale = Math.min(scaleX, scaleY);\n // width = width * scale;\n // height = height * scale;\n // const scaledFramebuffer = new Framebuffer(this.gl, {width, height});\n // this.blit();\n // }\n\n // Copy a rectangle from a framebuffer attachment into a texture (at an offset)\n // NOTE: assumes texture has enough storage allocated\n // eslint-disable-next-line complexity\n copyToTexture(opts = {}) {\n log.error(\n 'Framebuffer.copyToTexture({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n // WEBGL2 INTERFACE\n\n // Copies a rectangle of pixels between framebuffers\n // eslint-disable-next-line complexity\n blit(opts = {}) {\n log.error('Framebuffer.blit({...}) is no logner supported, use blit(source, target, opts)')();\n return null;\n }\n\n // signals to the GL that it need not preserve all pixels of a specified region of the framebuffer\n invalidate({attachments = [], x = 0, y = 0, width, height}) {\n const gl2 = assertWebGL2Context(this.gl);\n const prevHandle = gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, this.handle);\n const invalidateAll = x === 0 && y === 0 && width === undefined && height === undefined;\n if (invalidateAll) {\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments);\n } else {\n // TODO - why does type checking fail on this line\n // @ts-ignore\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments, x, y, width, height);\n }\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevHandle);\n return this;\n }\n\n // Return the value for `pname` of the specified attachment.\n // The type returned is the type of the requested pname\n getAttachmentParameter(attachment, pname, keys) {\n let value = this._getAttachmentParameterFallback(pname);\n if (value === null) {\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n value = this.gl.getFramebufferAttachmentParameter(GL.FRAMEBUFFER, attachment, pname);\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n if (keys && value > 1000) {\n // @ts-ignore\n value = getKey(this.gl, value);\n }\n return value;\n }\n\n getAttachmentParameters(\n attachment = GL.COLOR_ATTACHMENT0,\n keys,\n // @ts-ignore\n parameters = this.constructor.ATTACHMENT_PARAMETERS || []\n ) {\n const values = {};\n for (const pname of parameters) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getAttachmentParameter(attachment, pname, keys);\n }\n return values;\n }\n\n getParameters(keys = true) {\n const attachments = Object.keys(this.attachments);\n // if (this === this.gl.luma.defaultFramebuffer) {\n // attachments = [GL.COLOR_ATTACHMENT0, GL.DEPTH_STENCIL_ATTACHMENT];\n // }\n const parameters = {};\n for (const attachmentName of attachments) {\n const attachment = Number(attachmentName);\n const key = keys ? getKey(this.gl, attachment) : attachment;\n parameters[key] = this.getAttachmentParameters(attachment, keys);\n }\n return parameters;\n }\n\n // DEBUG\n\n // Note: Will only work when called in an event handler\n show() {\n if (typeof window !== 'undefined') {\n window.open(copyToDataUrl(this), 'luma-debug-texture');\n }\n return this;\n }\n\n log(logLevel = 0, message = '') {\n if (logLevel > log.level || typeof window === 'undefined') {\n return this;\n }\n message = message || `Framebuffer ${this.id}`;\n const image = copyToDataUrl(this, {targetMaxHeight: 100});\n // @ts-expect-error\n log.image({logLevel, message, image}, message)();\n return this;\n }\n\n // WEBGL INTERFACE\n bind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, this.handle);\n return this;\n }\n\n unbind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, null);\n return this;\n }\n\n // PRIVATE METHODS\n\n _createDefaultAttachments(color, depth, stencil, width, height) {\n let defaultAttachments = null;\n\n // Add a color buffer if requested and not supplied\n if (color) {\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.COLOR_ATTACHMENT0] = new Texture2D(this.gl, {\n id: `${this.id}-color0`,\n pixels: null, // reserves texture memory, but texels are undefined\n format: GL.RGBA,\n type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. To have consistant\n // behavior we always disable mipmaps.\n mipmaps: false,\n // Set MIN and MAG filtering parameters so mipmaps are not used in sampling.\n // Use LINEAR so subpixel algos like fxaa work.\n // Set WRAP modes that support NPOT textures too.\n parameters: {\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n }\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.COLOR_ATTACHMENT0]);\n }\n\n if (depth && stencil) {\n // TODO - handle separate stencil\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth-stencil`,\n format: GL.DEPTH24_STENCIL8,\n width,\n height: 111\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT]);\n // TODO - optional texture\n // new Texture2D(this.gl, {\n // id: `${this.id}-depth-stencil`,\n // format: GL.DEPTH24_STENCIL8,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n // width,\n // height,\n // mipmaps: false\n // });\n } else if (depth) {\n // Add a depth buffer if requested and not supplied\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth`,\n format: GL.DEPTH_COMPONENT16,\n width,\n height\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_ATTACHMENT]);\n } else if (stencil) {\n // TODO - handle separate stencil\n assert(false);\n }\n\n return defaultAttachments;\n }\n\n _unattach(attachment) {\n const oldAttachment = this.attachments[attachment];\n if (!oldAttachment) {\n return;\n }\n if (oldAttachment instanceof Renderbuffer) {\n // render buffer\n this.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, null);\n } else {\n // Must be a texture attachment\n this.gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, null, 0);\n }\n delete this.attachments[attachment];\n }\n\n _attachRenderbuffer({attachment = GL.COLOR_ATTACHMENT0, renderbuffer}) {\n const {gl} = this;\n // TODO - is the bind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, renderbuffer.handle);\n gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, renderbuffer.handle);\n // TODO - is the unbind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.attachments[attachment] = renderbuffer;\n }\n\n // layer = 0 - index into Texture2DArray and Texture3D or face for `TextureCubeMap`\n // level = 0 - mipmapLevel (must be 0 in WebGL1)\n _attachTexture({attachment = GL.COLOR_ATTACHMENT0, texture, layer, level}) {\n const {gl} = this;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n const gl2 = assertWebGL2Context(gl);\n gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n this.attachments[attachment] = texture;\n }\n\n // Expects framebuffer to be bound\n _setReadBuffer(readBuffer) {\n const gl2 = getWebGL2Context(this.gl);\n if (gl2) {\n gl2.readBuffer(readBuffer);\n } else {\n // Setting to color attachment 0 is a noop, so allow it in WebGL1\n assert(\n readBuffer === GL.COLOR_ATTACHMENT0 || readBuffer === GL.BACK,\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n this.readBuffer = readBuffer;\n }\n\n // Expects framebuffer to be bound\n _setDrawBuffers(drawBuffers) {\n const {gl} = this;\n const gl2 = assertWebGL2Context(gl);\n if (gl2) {\n gl2.drawBuffers(drawBuffers);\n } else {\n // TODO - is this not handled by polyfills?\n const ext = gl.getExtension('WEBGL_draw_buffers');\n if (ext) {\n ext.drawBuffersWEBGL(drawBuffers);\n } else {\n // Setting a single draw buffer to color attachment 0 is a noop, allow in WebGL1\n assert(\n drawBuffers.length === 1 &&\n (drawBuffers[0] === GL.COLOR_ATTACHMENT0 || drawBuffers[0] === GL.BACK),\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n }\n this.drawBuffers = drawBuffers;\n }\n\n // Attempt to provide workable defaults for WebGL2 symbols under WebGL1\n // null means OK to query\n // TODO - move to webgl1 polyfills\n /* eslint-disable complexity */\n _getAttachmentParameterFallback(pname) {\n const caps = getFeatures(this.gl);\n\n switch (pname) {\n case GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: // GLint\n return !caps.WEBGL2 ? 0 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: // GLint\n return !caps.WEBGL2 ? 8 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: // GLenum\n return !caps.WEBGL2 ? GL.UNSIGNED_INT : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:\n return !caps.WEBGL2 && !caps.EXT_sRGB ? GL.LINEAR : null;\n default:\n return null;\n }\n }\n /* eslint-enable complexity */\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createFramebuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteFramebuffer(this.handle);\n }\n\n _bindHandle(handle) {\n return this.gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n }\n}\n\n// PUBLIC METHODS\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer) {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status) {\n // Use error mapping if installed\n // @ts-ignore\n const STATUS = Framebuffer.STATUS || {};\n return STATUS[status] || `Framebuffer error ${status}`;\n}\n\nexport const FRAMEBUFFER_ATTACHMENT_PARAMETERS = [\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, // WebGLRenderbuffer or WebGLTexture\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, // GL.RENDERBUFFER, GL.TEXTURE, GL.NONE\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, // GL.TEXTURE_CUBE_MAP_POSITIVE_X, etc.\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, // GLint\n // EXT_sRGB or WebGL2\n GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, // GL.LINEAR, GL.SRBG\n // WebGL2\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE // GLint\n // GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE\n // GL.FLOAT, GL.INT, GL.UNSIGNED_INT, GL.SIGNED_NORMALIZED, OR GL.UNSIGNED_NORMALIZED.\n];\n\nFramebuffer.ATTACHMENT_PARAMETERS = 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@@ -1 +1 @@
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Contains metadata describing attribute configurations for a program's shaders\n// Much of this is automatically extracted from shaders after program linking\nimport Accessor from './accessor';\nimport {isWebGL2} from '@luma.gl/gltools';\nimport {decomposeCompositeGLType} from '../webgl-utils/attribute-utils';\n\nexport default class ProgramConfiguration {\n constructor(program) {\n this.id = program.id;\n this.attributeInfos = [];\n this.attributeInfosByName = {};\n\n // Locations may not be contiguous the case of matrix attributes\n // so keep a separate location->attribute map.\n this.attributeInfosByLocation = [];\n this.varyingInfos = [];\n this.varyingInfosByName = {};\n Object.seal(this);\n this._readAttributesFromProgram(program);\n this._readVaryingsFromProgram(program);\n }\n\n getAttributeInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.attributeInfosByLocation[location];\n }\n return this.attributeInfosByName[locationOrName] || null;\n }\n\n // Resolves an attribute name or index to an index\n getAttributeLocation(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.location : -1;\n }\n\n getAttributeAccessor(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.accessor : null;\n }\n\n getVaryingInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.varyingInfos[location];\n }\n return this.varyingInfosByName[locationOrName] || null;\n }\n\n getVaryingIndex(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.location : -1;\n }\n\n getVaryingAccessor(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.accessor : null;\n }\n\n // PRIVATE METHODS\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readAttributesFromProgram(program) {\n const {gl} = program;\n const count = gl.getProgramParameter(program.handle, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const {name, type, size} = gl.getActiveAttrib(program.handle, index);\n const location = gl.getAttribLocation(program.handle, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n this._addAttribute(location, name, type, size);\n }\n }\n\n this.attributeInfos.sort((a, b) => a.location - b.location);\n }\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readVaryingsFromProgram(program) {\n const {gl} = program;\n if (!isWebGL2(gl)) {\n return;\n }\n\n const count = gl.getProgramParameter(program.handle, gl.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const {name, type, size} = gl.getTransformFeedbackVarying(program.handle, location);\n this._addVarying(location, name, type, size);\n }\n\n this.varyingInfos.sort((a, b) => a.location - b.location);\n }\n\n _addAttribute(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = {type, size: size * components};\n this._inferProperties(location, name, accessor);\n\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n this.attributeInfos.push(attributeInfo);\n this.attributeInfosByLocation[location] = attributeInfo; // For quick location based lookup\n this.attributeInfosByName[attributeInfo.name] = attributeInfo; // For quick name based lookup\n }\n\n // Extract additional attribute metadata from shader names (based on attribute naming conventions)\n _inferProperties(location, name, accessor) {\n if (/instance/i.test(name)) {\n // Any attribute containing the word \"instance\" will be assumed to be instanced\n accessor.divisor = 1;\n }\n }\n\n _addVarying(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = new Accessor({type, size: size * components});\n\n const varying = {location, name, accessor}; // Base values\n this.varyingInfos.push(varying);\n this.varyingInfosByName[varying.name] = varying; // For quick name based lookup\n }\n}\n"],"file":"program-configuration.js"}
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+ {"version":3,"file":"program-configuration.js","names":["Accessor","isWebGL2","decomposeCompositeGLType","ProgramConfiguration","constructor","program","id","attributeInfos","attributeInfosByName","attributeInfosByLocation","varyingInfos","varyingInfosByName","Object","seal","_readAttributesFromProgram","_readVaryingsFromProgram","getAttributeInfo","locationOrName","location","Number","isFinite","getAttributeLocation","attributeInfo","getAttributeAccessor","accessor","getVaryingInfo","getVaryingIndex","varying","getVaryingAccessor","gl","count","getProgramParameter","handle","index","name","type","size","getActiveAttrib","getAttribLocation","_addAttribute","sort","a","b","getTransformFeedbackVarying","_addVarying","compositeType","components","_inferProperties","push","test","divisor"],"sources":["../../../src/classes/program-configuration.js"],"sourcesContent":["// Contains metadata describing attribute configurations for a program's shaders\n// Much of this is automatically extracted from shaders after program linking\nimport Accessor from './accessor';\nimport {isWebGL2} from '@luma.gl/gltools';\nimport {decomposeCompositeGLType} from '../webgl-utils/attribute-utils';\n\nexport default class ProgramConfiguration {\n constructor(program) {\n this.id = program.id;\n this.attributeInfos = [];\n this.attributeInfosByName = {};\n\n // Locations may not be contiguous the case of matrix attributes\n // so keep a separate location->attribute map.\n this.attributeInfosByLocation = [];\n this.varyingInfos = [];\n this.varyingInfosByName = {};\n Object.seal(this);\n this._readAttributesFromProgram(program);\n this._readVaryingsFromProgram(program);\n }\n\n getAttributeInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.attributeInfosByLocation[location];\n }\n return this.attributeInfosByName[locationOrName] || null;\n }\n\n // Resolves an attribute name or index to an index\n getAttributeLocation(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.location : -1;\n }\n\n getAttributeAccessor(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.accessor : null;\n }\n\n getVaryingInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.varyingInfos[location];\n }\n return this.varyingInfosByName[locationOrName] || null;\n }\n\n getVaryingIndex(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.location : -1;\n }\n\n getVaryingAccessor(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.accessor : null;\n }\n\n // PRIVATE METHODS\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readAttributesFromProgram(program) {\n const {gl} = program;\n const count = gl.getProgramParameter(program.handle, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const {name, type, size} = gl.getActiveAttrib(program.handle, index);\n const location = gl.getAttribLocation(program.handle, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n this._addAttribute(location, name, type, size);\n }\n }\n\n this.attributeInfos.sort((a, b) => a.location - b.location);\n }\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readVaryingsFromProgram(program) {\n const {gl} = program;\n if (!isWebGL2(gl)) {\n return;\n }\n\n const count = gl.getProgramParameter(program.handle, gl.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const {name, type, size} = gl.getTransformFeedbackVarying(program.handle, location);\n this._addVarying(location, name, type, size);\n }\n\n this.varyingInfos.sort((a, b) => a.location - b.location);\n }\n\n _addAttribute(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = {type, size: size * components};\n this._inferProperties(location, name, accessor);\n\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n this.attributeInfos.push(attributeInfo);\n this.attributeInfosByLocation[location] = attributeInfo; // For quick location based lookup\n this.attributeInfosByName[attributeInfo.name] = attributeInfo; // For quick name based lookup\n }\n\n // Extract additional attribute metadata from shader names (based on attribute naming conventions)\n _inferProperties(location, name, accessor) {\n if (/instance/i.test(name)) {\n // Any attribute containing the word \"instance\" will be assumed to be instanced\n accessor.divisor = 1;\n }\n }\n\n _addVarying(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = new Accessor({type, size: size * components});\n\n const varying = {location, name, accessor}; // Base values\n this.varyingInfos.push(varying);\n this.varyingInfosByName[varying.name] = varying; // For quick name based lookup\n }\n}\n"],"mappings":"AAEA,OAAOA,QAAP,MAAqB,YAArB;AACA,SAAQC,QAAR,QAAuB,kBAAvB;AACA,SAAQC,wBAAR,QAAuC,gCAAvC;AAEA,eAAe,MAAMC,oBAAN,CAA2B;EACxCC,WAAW,CAACC,OAAD,EAAU;IACnB,KAAKC,EAAL,GAAUD,OAAO,CAACC,EAAlB;IACA,KAAKC,cAAL,GAAsB,EAAtB;IACA,KAAKC,oBAAL,GAA4B,EAA5B;IAIA,KAAKC,wBAAL,GAAgC,EAAhC;IACA,KAAKC,YAAL,GAAoB,EAApB;IACA,KAAKC,kBAAL,GAA0B,EAA1B;IACAC,MAAM,CAACC,IAAP,CAAY,IAAZ;;IACA,KAAKC,0BAAL,CAAgCT,OAAhC;;IACA,KAAKU,wBAAL,CAA8BV,OAA9B;EACD;;EAEDW,gBAAgB,CAACC,cAAD,EAAiB;IAC/B,MAAMC,QAAQ,GAAGC,MAAM,CAACF,cAAD,CAAvB;;IACA,IAAIE,MAAM,CAACC,QAAP,CAAgBF,QAAhB,CAAJ,EAA+B;MAC7B,OAAO,KAAKT,wBAAL,CAA8BS,QAA9B,CAAP;IACD;;IACD,OAAO,KAAKV,oBAAL,CAA0BS,cAA1B,KAA6C,IAApD;EACD;;EAGDI,oBAAoB,CAACJ,cAAD,EAAiB;IACnC,MAAMK,aAAa,GAAG,KAAKN,gBAAL,CAAsBC,cAAtB,CAAtB;IACA,OAAOK,aAAa,GAAGA,aAAa,CAACJ,QAAjB,GAA4B,CAAC,CAAjD;EACD;;EAEDK,oBAAoB,CAACN,cAAD,EAAiB;IACnC,MAAMK,aAAa,GAAG,KAAKN,gBAAL,CAAsBC,cAAtB,CAAtB;IACA,OAAOK,aAAa,GAAGA,aAAa,CAACE,QAAjB,GAA4B,IAAhD;EACD;;EAEDC,cAAc,CAACR,cAAD,EAAiB;IAC7B,MAAMC,QAAQ,GAAGC,MAAM,CAACF,cAAD,CAAvB;;IACA,IAAIE,MAAM,CAACC,QAAP,CAAgBF,QAAhB,CAAJ,EAA+B;MAC7B,OAAO,KAAKR,YAAL,CAAkBQ,QAAlB,CAAP;IACD;;IACD,OAAO,KAAKP,kBAAL,CAAwBM,cAAxB,KAA2C,IAAlD;EACD;;EAEDS,eAAe,CAACT,cAAD,EAAiB;IAC9B,MAAMU,OAAO,GAAG,KAAKF,cAAL,EAAhB;IACA,OAAOE,OAAO,GAAGA,OAAO,CAACT,QAAX,GAAsB,CAAC,CAArC;EACD;;EAEDU,kBAAkB,CAACX,cAAD,EAAiB;IACjC,MAAMU,OAAO,GAAG,KAAKF,cAAL,EAAhB;IACA,OAAOE,OAAO,GAAGA,OAAO,CAACH,QAAX,GAAsB,IAApC;EACD;;EAKDV,0BAA0B,CAACT,OAAD,EAAU;IAClC,MAAM;MAACwB;IAAD,IAAOxB,OAAb;IACA,MAAMyB,KAAK,GAAGD,EAAE,CAACE,mBAAH,CAAuB1B,OAAO,CAAC2B,MAA/B,QAAd;;IAEA,KAAK,IAAIC,KAAK,GAAG,CAAjB,EAAoBA,KAAK,GAAGH,KAA5B,EAAmCG,KAAK,EAAxC,EAA4C;MAC1C,MAAM;QAACC,IAAD;QAAOC,IAAP;QAAaC;MAAb,IAAqBP,EAAE,CAACQ,eAAH,CAAmBhC,OAAO,CAAC2B,MAA3B,EAAmCC,KAAnC,CAA3B;MACA,MAAMf,QAAQ,GAAGW,EAAE,CAACS,iBAAH,CAAqBjC,OAAO,CAAC2B,MAA7B,EAAqCE,IAArC,CAAjB;;MAGA,IAAIhB,QAAQ,IAAI,CAAhB,EAAmB;QACjB,KAAKqB,aAAL,CAAmBrB,QAAnB,EAA6BgB,IAA7B,EAAmCC,IAAnC,EAAyCC,IAAzC;MACD;IACF;;IAED,KAAK7B,cAAL,CAAoBiC,IAApB,CAAyB,CAACC,CAAD,EAAIC,CAAJ,KAAUD,CAAC,CAACvB,QAAF,GAAawB,CAAC,CAACxB,QAAlD;EACD;;EAGDH,wBAAwB,CAACV,OAAD,EAAU;IAChC,MAAM;MAACwB;IAAD,IAAOxB,OAAb;;IACA,IAAI,CAACJ,QAAQ,CAAC4B,EAAD,CAAb,EAAmB;MACjB;IACD;;IAED,MAAMC,KAAK,GAAGD,EAAE,CAACE,mBAAH,CAAuB1B,OAAO,CAAC2B,MAA/B,QAAd;;IACA,KAAK,IAAId,QAAQ,GAAG,CAApB,EAAuBA,QAAQ,GAAGY,KAAlC,EAAyCZ,QAAQ,EAAjD,EAAqD;MACnD,MAAM;QAACgB,IAAD;QAAOC,IAAP;QAAaC;MAAb,IAAqBP,EAAE,CAACc,2BAAH,CAA+BtC,OAAO,CAAC2B,MAAvC,EAA+Cd,QAA/C,CAA3B;;MACA,KAAK0B,WAAL,CAAiB1B,QAAjB,EAA2BgB,IAA3B,EAAiCC,IAAjC,EAAuCC,IAAvC;IACD;;IAED,KAAK1B,YAAL,CAAkB8B,IAAlB,CAAuB,CAACC,CAAD,EAAIC,CAAJ,KAAUD,CAAC,CAACvB,QAAF,GAAawB,CAAC,CAACxB,QAAhD;EACD;;EAEDqB,aAAa,CAACrB,QAAD,EAAWgB,IAAX,EAAiBW,aAAjB,EAAgCT,IAAhC,EAAsC;IACjD,MAAM;MAACD,IAAD;MAAOW;IAAP,IAAqB5C,wBAAwB,CAAC2C,aAAD,CAAnD;IACA,MAAMrB,QAAQ,GAAG;MAACW,IAAD;MAAOC,IAAI,EAAEA,IAAI,GAAGU;IAApB,CAAjB;;IACA,KAAKC,gBAAL,CAAsB7B,QAAtB,EAAgCgB,IAAhC,EAAsCV,QAAtC;;IAEA,MAAMF,aAAa,GAAG;MAACJ,QAAD;MAAWgB,IAAX;MAAiBV,QAAQ,EAAE,IAAIxB,QAAJ,CAAawB,QAAb;IAA3B,CAAtB;IACA,KAAKjB,cAAL,CAAoByC,IAApB,CAAyB1B,aAAzB;IACA,KAAKb,wBAAL,CAA8BS,QAA9B,IAA0CI,aAA1C;IACA,KAAKd,oBAAL,CAA0Bc,aAAa,CAACY,IAAxC,IAAgDZ,aAAhD;EACD;;EAGDyB,gBAAgB,CAAC7B,QAAD,EAAWgB,IAAX,EAAiBV,QAAjB,EAA2B;IACzC,IAAI,YAAYyB,IAAZ,CAAiBf,IAAjB,CAAJ,EAA4B;MAE1BV,QAAQ,CAAC0B,OAAT,GAAmB,CAAnB;IACD;EACF;;EAEDN,WAAW,CAAC1B,QAAD,EAAWgB,IAAX,EAAiBW,aAAjB,EAAgCT,IAAhC,EAAsC;IAC/C,MAAM;MAACD,IAAD;MAAOW;IAAP,IAAqB5C,wBAAwB,CAAC2C,aAAD,CAAnD;IACA,MAAMrB,QAAQ,GAAG,IAAIxB,QAAJ,CAAa;MAACmC,IAAD;MAAOC,IAAI,EAAEA,IAAI,GAAGU;IAApB,CAAb,CAAjB;IAEA,MAAMnB,OAAO,GAAG;MAACT,QAAD;MAAWgB,IAAX;MAAiBV;IAAjB,CAAhB;IACA,KAAKd,YAAL,CAAkBsC,IAAlB,CAAuBrB,OAAvB;IACA,KAAKhB,kBAAL,CAAwBgB,OAAO,CAACO,IAAhC,IAAwCP,OAAxC;EACD;;AAnHuC"}
@@ -18,7 +18,8 @@ export default class Program extends Resource {
18
18
  return 'Program';
19
19
  }
20
20
 
21
- constructor(gl, props = {}) {
21
+ constructor(gl) {
22
+ let props = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
22
23
  super(gl, props);
23
24
  this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);
24
25
  this._isCached = false;
@@ -28,7 +29,8 @@ export default class Program extends Resource {
28
29
  this._setId(props.id);
29
30
  }
30
31
 
31
- initialize(props = {}) {
32
+ initialize() {
33
+ let props = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
32
34
  const {
33
35
  hash,
34
36
  vs,
@@ -38,11 +40,11 @@ export default class Program extends Resource {
38
40
  } = props;
39
41
  this.hash = hash || '';
40
42
  this.vs = typeof vs === 'string' ? new VertexShader(this.gl, {
41
- id: `${props.id}-vs`,
43
+ id: "".concat(props.id, "-vs"),
42
44
  source: vs
43
45
  }) : vs;
44
46
  this.fs = typeof fs === 'string' ? new FragmentShader(this.gl, {
45
- id: `${props.id}-fs`,
47
+ id: "".concat(props.id, "-fs"),
46
48
  source: fs
47
49
  }) : fs;
48
50
  assert(this.vs instanceof VertexShader);
@@ -64,7 +66,9 @@ export default class Program extends Resource {
64
66
  return this.setProps(props);
65
67
  }
66
68
 
67
- delete(options = {}) {
69
+ delete() {
70
+ let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
71
+
68
72
  if (this._isCached) {
69
73
  return this;
70
74
  }
@@ -80,24 +84,26 @@ export default class Program extends Resource {
80
84
  return this;
81
85
  }
82
86
 
83
- draw({
84
- logPriority,
85
- drawMode = 4,
86
- vertexCount,
87
- offset = 0,
88
- start,
89
- end,
90
- isIndexed = false,
91
- indexType = 5123,
92
- instanceCount = 0,
93
- isInstanced = instanceCount > 0,
94
- vertexArray = null,
95
- transformFeedback,
96
- framebuffer,
97
- parameters = {},
98
- uniforms,
99
- samplers
100
- }) {
87
+ draw(_ref) {
88
+ let {
89
+ logPriority,
90
+ drawMode = 4,
91
+ vertexCount,
92
+ offset = 0,
93
+ start,
94
+ end,
95
+ isIndexed = false,
96
+ indexType = 5123,
97
+ instanceCount = 0,
98
+ isInstanced = instanceCount > 0,
99
+ vertexArray = null,
100
+ transformFeedback,
101
+ framebuffer,
102
+ parameters = {},
103
+ uniforms,
104
+ samplers
105
+ } = _ref;
106
+
101
107
  if (uniforms || samplers) {
102
108
  log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();
103
109
  this.setUniforms(uniforms || {});
@@ -105,7 +111,7 @@ export default class Program extends Resource {
105
111
 
106
112
  if (log.priority >= logPriority) {
107
113
  const fb = framebuffer ? framebuffer.id : 'default';
108
- const message = `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` + `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` + `isInstanced=${isInstanced} isIndexed=${isIndexed} ` + `Framebuffer=${fb}`;
114
+ const message = "mode=".concat(getKey(this.gl, drawMode), " verts=").concat(vertexCount, " ") + "instances=".concat(instanceCount, " indexType=").concat(getKey(this.gl, indexType), " ") + "isInstanced=".concat(isInstanced, " isIndexed=").concat(isIndexed, " ") + "Framebuffer=".concat(fb);
109
115
  log.log(logPriority, message)();
110
116
  }
111
117
 
@@ -151,7 +157,9 @@ export default class Program extends Resource {
151
157
  return true;
152
158
  }
153
159
 
154
- setUniforms(uniforms = {}) {
160
+ setUniforms() {
161
+ let uniforms = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
162
+
155
163
  if (log.priority >= 2) {
156
164
  checkUniformValues(uniforms, this.id, this._uniformSetters);
157
165
  }
@@ -271,7 +279,7 @@ export default class Program extends Resource {
271
279
  _getName() {
272
280
  let programName = this.vs.getName() || this.fs.getName();
273
281
  programName = programName.replace(/shader/i, '');
274
- programName = programName ? `${programName}-program` : 'program';
282
+ programName = programName ? "".concat(programName, "-program") : 'program';
275
283
  return programName;
276
284
  }
277
285
 
@@ -281,22 +289,22 @@ export default class Program extends Resource {
281
289
  } = this;
282
290
  gl.attachShader(this.handle, this.vs.handle);
283
291
  gl.attachShader(this.handle, this.fs.handle);
284
- log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();
292
+ log.time(LOG_PROGRAM_PERF_PRIORITY, "linkProgram for ".concat(this._getName()))();
285
293
  gl.linkProgram(this.handle);
286
- log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();
294
+ log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, "linkProgram for ".concat(this._getName()))();
287
295
 
288
296
  if (gl.debug || log.level > 0) {
289
297
  const linked = gl.getProgramParameter(this.handle, 35714);
290
298
 
291
299
  if (!linked) {
292
- throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);
300
+ throw new Error("Error linking: ".concat(gl.getProgramInfoLog(this.handle)));
293
301
  }
294
302
 
295
303
  gl.validateProgram(this.handle);
296
304
  const validated = gl.getProgramParameter(this.handle, 35715);
297
305
 
298
306
  if (!validated) {
299
- throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);
307
+ throw new Error("Error validating: ".concat(gl.getProgramInfoLog(this.handle)));
300
308
  }
301
309
  }
302
310
  }
@@ -318,8 +326,8 @@ export default class Program extends Resource {
318
326
 
319
327
  if (info.size > 1) {
320
328
  for (let l = 0; l < info.size; l++) {
321
- location = gl.getUniformLocation(this.handle, `${name}[${l}]`);
322
- this._uniformSetters[`${name}[${l}]`] = getUniformSetter(gl, location, info);
329
+ location = gl.getUniformLocation(this.handle, "".concat(name, "[").concat(l, "]"));
330
+ this._uniformSetters["".concat(name, "[").concat(l, "]")] = getUniformSetter(gl, location, info);
323
331
  }
324
332
  }
325
333
  }
@@ -1 +1 @@
1
- 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GL from '@luma.gl/constants';\n\nimport Resource from './resource';\nimport Texture from './texture';\nimport Framebuffer from './framebuffer';\nimport {parseUniformName, getUniformSetter} from './uniforms';\nimport {VertexShader, FragmentShader} from './shader';\nimport ProgramConfiguration from './program-configuration';\nimport {copyUniform, checkUniformValues} from './uniforms';\n\nimport {isWebGL2, assertWebGL2Context, withParameters, log} from '@luma.gl/gltools';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {getPrimitiveDrawMode} from '../webgl-utils/attribute-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\nconst GL_SEPARATE_ATTRIBS = 0x8c8d;\n\nconst V6_DEPRECATED_METHODS = [\n 'setVertexArray',\n 'setAttributes',\n 'setBuffers',\n 'unsetBuffers',\n\n 'use',\n 'getUniformCount',\n 'getUniformInfo',\n 'getUniformLocation',\n 'getUniformValue',\n\n 'getVarying',\n 'getFragDataLocation',\n 'getAttachedShaders',\n 'getAttributeCount',\n 'getAttributeLocation',\n 'getAttributeInfo'\n];\n\nexport default class Program extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Program';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);\n\n // Experimental flag to avoid deleting Program object while it is cached\n this._isCached = false;\n\n this.initialize(props);\n\n Object.seal(this);\n\n this._setId(props.id);\n }\n\n initialize(props = {}) {\n const {hash, vs, fs, varyings, bufferMode = GL_SEPARATE_ATTRIBS} = props;\n\n this.hash = hash || ''; // Used by ProgramManager\n\n // Create shaders if needed\n this.vs =\n typeof vs === 'string' ? new VertexShader(this.gl, {id: `${props.id}-vs`, source: vs}) : vs;\n this.fs =\n typeof fs === 'string' ? new FragmentShader(this.gl, {id: `${props.id}-fs`, source: fs}) : fs;\n assert(this.vs instanceof VertexShader);\n assert(this.fs instanceof FragmentShader);\n\n // uniforms\n this.uniforms = {};\n\n this._textureUniforms = {};\n\n // Setup varyings if supplied\n if (varyings && varyings.length > 0) {\n assertWebGL2Context(this.gl);\n this.varyings = varyings;\n this.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n this._readUniformLocationsFromLinkedProgram();\n this.configuration = new ProgramConfiguration(this);\n\n return this.setProps(props);\n }\n\n delete(options = {}) {\n if (this._isCached) {\n // This object is cached, do not delete\n return this;\n }\n return super.delete(options);\n }\n\n setProps(props) {\n if ('uniforms' in props) {\n this.setUniforms(props.uniforms);\n }\n return this;\n }\n\n // A good thing about the WebGL API is that there are so many ways to draw things ;)\n // This function unifies those ways into a single call using common parameters with sane defaults\n draw({\n logPriority, // Probe log priority, enables Model to do more integrated logging\n\n drawMode = GL.TRIANGLES,\n vertexCount,\n offset = 0,\n start,\n end,\n isIndexed = false,\n indexType = GL.UNSIGNED_SHORT,\n instanceCount = 0,\n isInstanced = instanceCount > 0,\n\n vertexArray = null,\n transformFeedback,\n framebuffer,\n parameters = {},\n\n // Deprecated\n uniforms,\n samplers\n }) {\n if (uniforms || samplers) {\n // DEPRECATED: v7.0 (deprecated earlier but warning not properly implemented)\n log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();\n this.setUniforms(uniforms || {});\n }\n\n if (log.priority >= logPriority) {\n const fb = framebuffer ? framebuffer.id : 'default';\n const message =\n `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` +\n `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` +\n `isInstanced=${isInstanced} isIndexed=${isIndexed} ` +\n `Framebuffer=${fb}`;\n log.log(logPriority, message)();\n }\n\n // TODO - move vertex array binding and transform feedback binding to withParameters?\n assert(vertexArray);\n\n this.gl.useProgram(this.handle);\n\n if (\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n !this._areTexturesRenderable() ||\n // Avoid WebGL draw call when not rendering any data\n vertexCount === 0 ||\n (isInstanced && instanceCount === 0)\n ) {\n return false;\n }\n\n vertexArray.bindForDraw(vertexCount, instanceCount, () => {\n if (framebuffer !== undefined) {\n parameters = Object.assign({}, parameters, {framebuffer});\n }\n\n if (transformFeedback) {\n const primitiveMode = getPrimitiveDrawMode(drawMode);\n transformFeedback.begin(primitiveMode);\n }\n\n this._bindTextures();\n\n withParameters(this.gl, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n this.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, offset, instanceCount);\n } else if (isIndexed && isWebGL2(this.gl) && !isNaN(start) && !isNaN(end)) {\n this.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.gl.drawElements(drawMode, vertexCount, indexType, offset);\n } else if (isInstanced) {\n this.gl2.drawArraysInstanced(drawMode, offset, vertexCount, instanceCount);\n } else {\n this.gl.drawArrays(drawMode, offset, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n setUniforms(uniforms = {}) {\n if (log.priority >= 2) {\n checkUniformValues(uniforms, this.id, this._uniformSetters);\n }\n\n this.gl.useProgram(this.handle);\n\n for (const uniformName in uniforms) {\n const uniform = uniforms[uniformName];\n const uniformSetter = this._uniformSetters[uniformName];\n\n if (uniformSetter) {\n let value = uniform;\n let textureUpdate = false;\n\n if (value instanceof Framebuffer) {\n value = value.texture;\n }\n if (value instanceof Texture) {\n textureUpdate = this.uniforms[uniformName] !== uniform;\n\n if (textureUpdate) {\n // eslint-disable-next-line max-depth\n if (uniformSetter.textureIndex === undefined) {\n uniformSetter.textureIndex = this._textureIndexCounter++;\n }\n\n // Bind texture to index\n const texture = value;\n const {textureIndex} = uniformSetter;\n\n texture.bind(textureIndex);\n value = textureIndex;\n\n this._textureUniforms[uniformName] = texture;\n } else {\n value = uniformSetter.textureIndex;\n }\n } else if (this._textureUniforms[uniformName]) {\n delete this._textureUniforms[uniformName];\n }\n\n // NOTE(Tarek): uniformSetter returns whether\n // value had to be updated or not.\n if (uniformSetter(value) || textureUpdate) {\n copyUniform(this.uniforms, uniformName, uniform);\n }\n }\n }\n\n return this;\n }\n\n // PRIVATE METHODS\n\n // Checks if all texture-values uniforms are renderable (i.e. loaded)\n // Update a texture if needed (e.g. from video)\n // Note: This is currently done before every draw call\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const uniformName in this._textureUniforms) {\n const texture = this._textureUniforms[uniformName];\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n return texturesRenderable;\n }\n\n // Binds textures\n // Note: This is currently done before every draw call\n _bindTextures() {\n for (const uniformName in this._textureUniforms) {\n const textureIndex = this._uniformSetters[uniformName].textureIndex;\n this._textureUniforms[uniformName].bind(textureIndex);\n }\n }\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createProgram();\n }\n\n _deleteHandle() {\n this.gl.deleteProgram(this.handle);\n }\n\n // Extract opts needed to initialize a `Program` from an independently created WebGLProgram handle\n _getOptionsFromHandle(handle) {\n const shaderHandles = this.gl.getAttachedShaders(handle);\n const opts = {};\n for (const shaderHandle of shaderHandles) {\n const type = this.gl.getShaderParameter(this.handle, GL.SHADER_TYPE);\n switch (type) {\n case GL.VERTEX_SHADER:\n // @ts-ignore\n opts.vs = new VertexShader({handle: shaderHandle});\n break;\n case GL.FRAGMENT_SHADER:\n // @ts-ignore\n opts.fs = new FragmentShader({handle: shaderHandle});\n break;\n default:\n }\n }\n return opts;\n }\n\n _getParameter(pname) {\n return this.gl.getProgramParameter(this.handle, pname);\n }\n\n // If program is not named, name it after shader names\n // TODO - this.id will already have been initialized\n _setId(id) {\n if (!id) {\n const programName = this._getName();\n this.id = uid(programName);\n }\n }\n\n // Generate a default name for the program based on names of the shaders\n _getName() {\n let programName = this.vs.getName() || this.fs.getName();\n programName = programName.replace(/shader/i, '');\n programName = programName ? `${programName}-program` : 'program';\n return programName;\n }\n\n _compileAndLink() {\n const {gl} = this;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();\n\n // Avoid checking program linking error in production\n // @ts-ignore\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // query uniform locations and build name to setter map.\n // TODO - This overlaps with ProgramConfiguration?\n _readUniformLocationsFromLinkedProgram() {\n const {gl} = this;\n this._uniformSetters = {};\n this._uniformCount = this._getParameter(GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < this._uniformCount; i++) {\n const info = this.gl.getActiveUniform(this.handle, i);\n const {name} = parseUniformName(info.name);\n let location = gl.getUniformLocation(this.handle, name);\n this._uniformSetters[name] = getUniformSetter(gl, location, info);\n if (info.size > 1) {\n for (let l = 0; l < info.size; l++) {\n location = gl.getUniformLocation(this.handle, `${name}[${l}]`);\n this._uniformSetters[`${name}[${l}]`] = getUniformSetter(gl, location, info);\n }\n }\n }\n this._textureIndexCounter = 0;\n }\n\n // TO BE REMOVED in v7?\n\n // Rretrieves information about active uniforms identifed by their indices (`uniformIndices`)\n // https://\n // developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/getActiveUniforms\n getActiveUniforms(uniformIndices, pname) {\n return this.gl2.getActiveUniforms(this.handle, uniformIndices, pname);\n }\n\n // Retrieves the index of a uniform block\n getUniformBlockIndex(blockName) {\n return this.gl2.getUniformBlockIndex(this.handle, blockName);\n }\n\n // Retrieves information about an active uniform block (`blockIndex`)\n // https://\n // developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/getActiveUniformBlockParameter\n getActiveUniformBlockParameter(blockIndex, pname) {\n return this.gl2.getActiveUniformBlockParameter(this.handle, blockIndex, pname);\n }\n\n // Binds a uniform block (`blockIndex`) to a specific binding point (`blockBinding`)\n uniformBlockBinding(blockIndex, blockBinding) {\n this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n }\n}\n"],"file":"program.js"}
1
+ {"version":3,"file":"program.js","names":["Resource","Texture","Framebuffer","parseUniformName","getUniformSetter","VertexShader","FragmentShader","ProgramConfiguration","copyUniform","checkUniformValues","isWebGL2","assertWebGL2Context","withParameters","log","getKey","getPrimitiveDrawMode","assert","uid","LOG_PROGRAM_PERF_PRIORITY","GL_SEPARATE_ATTRIBS","V6_DEPRECATED_METHODS","Program","Symbol","toStringTag","constructor","gl","props","stubRemovedMethods","_isCached","initialize","Object","seal","_setId","id","hash","vs","fs","varyings","bufferMode","source","uniforms","_textureUniforms","length","gl2","transformFeedbackVaryings","handle","_compileAndLink","_readUniformLocationsFromLinkedProgram","configuration","setProps","delete","options","setUniforms","draw","logPriority","drawMode","vertexCount","offset","start","end","isIndexed","indexType","instanceCount","isInstanced","vertexArray","transformFeedback","framebuffer","parameters","samplers","deprecated","priority","fb","message","useProgram","_areTexturesRenderable","bindForDraw","undefined","assign","primitiveMode","begin","_bindTextures","drawElementsInstanced","isNaN","drawRangeElements","drawElements","drawArraysInstanced","drawArrays","_uniformSetters","uniformName","uniform","uniformSetter","value","textureUpdate","texture","textureIndex","_textureIndexCounter","bind","texturesRenderable","update","loaded","_createHandle","createProgram","_deleteHandle","deleteProgram","_getOptionsFromHandle","shaderHandles","getAttachedShaders","opts","shaderHandle","type","getShaderParameter","_getParameter","pname","getProgramParameter","programName","_getName","getName","replace","attachShader","time","linkProgram","timeEnd","debug","level","linked","Error","getProgramInfoLog","validateProgram","validated","_uniformCount","i","info","getActiveUniform","name","location","getUniformLocation","size","l","getActiveUniforms","uniformIndices","getUniformBlockIndex","blockName","getActiveUniformBlockParameter","blockIndex","uniformBlockBinding","blockBinding"],"sources":["../../../src/classes/program.js"],"sourcesContent":["import GL from '@luma.gl/constants';\n\nimport Resource from './resource';\nimport Texture from './texture';\nimport Framebuffer from './framebuffer';\nimport {parseUniformName, getUniformSetter} from './uniforms';\nimport {VertexShader, FragmentShader} from './shader';\nimport ProgramConfiguration from './program-configuration';\nimport {copyUniform, checkUniformValues} from './uniforms';\n\nimport {isWebGL2, assertWebGL2Context, withParameters, log} from '@luma.gl/gltools';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {getPrimitiveDrawMode} from '../webgl-utils/attribute-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\nconst GL_SEPARATE_ATTRIBS = 0x8c8d;\n\nconst V6_DEPRECATED_METHODS = [\n 'setVertexArray',\n 'setAttributes',\n 'setBuffers',\n 'unsetBuffers',\n\n 'use',\n 'getUniformCount',\n 'getUniformInfo',\n 'getUniformLocation',\n 'getUniformValue',\n\n 'getVarying',\n 'getFragDataLocation',\n 'getAttachedShaders',\n 'getAttributeCount',\n 'getAttributeLocation',\n 'getAttributeInfo'\n];\n\nexport default class Program extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Program';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);\n\n // Experimental flag to avoid deleting Program object while it is cached\n this._isCached = false;\n\n this.initialize(props);\n\n Object.seal(this);\n\n this._setId(props.id);\n }\n\n initialize(props = {}) {\n const {hash, vs, fs, varyings, bufferMode = GL_SEPARATE_ATTRIBS} = props;\n\n this.hash = hash || ''; // Used by ProgramManager\n\n // Create shaders if needed\n this.vs =\n typeof vs === 'string' ? new VertexShader(this.gl, {id: `${props.id}-vs`, source: vs}) : vs;\n this.fs =\n typeof fs === 'string' ? new FragmentShader(this.gl, {id: `${props.id}-fs`, source: fs}) : fs;\n assert(this.vs instanceof VertexShader);\n assert(this.fs instanceof FragmentShader);\n\n // uniforms\n this.uniforms = {};\n\n this._textureUniforms = {};\n\n // Setup varyings if supplied\n if (varyings && varyings.length > 0) {\n assertWebGL2Context(this.gl);\n this.varyings = varyings;\n this.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n this._readUniformLocationsFromLinkedProgram();\n this.configuration = new ProgramConfiguration(this);\n\n return this.setProps(props);\n }\n\n delete(options = {}) {\n if (this._isCached) {\n // This object is cached, do not delete\n return this;\n }\n return super.delete(options);\n }\n\n setProps(props) {\n if ('uniforms' in props) {\n this.setUniforms(props.uniforms);\n }\n return this;\n }\n\n // A good thing about the WebGL API is that there are so many ways to draw things ;)\n // This function unifies those ways into a single call using common parameters with sane defaults\n draw({\n logPriority, // Probe log priority, enables Model to do more integrated logging\n\n drawMode = GL.TRIANGLES,\n vertexCount,\n offset = 0,\n start,\n end,\n isIndexed = false,\n indexType = GL.UNSIGNED_SHORT,\n instanceCount = 0,\n isInstanced = instanceCount > 0,\n\n vertexArray = null,\n transformFeedback,\n framebuffer,\n parameters = {},\n\n // Deprecated\n uniforms,\n samplers\n }) {\n if (uniforms || samplers) {\n // DEPRECATED: v7.0 (deprecated earlier but warning not properly implemented)\n log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();\n this.setUniforms(uniforms || {});\n }\n\n if (log.priority >= logPriority) {\n const fb = framebuffer ? framebuffer.id : 'default';\n const message =\n `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` +\n `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` +\n `isInstanced=${isInstanced} isIndexed=${isIndexed} ` +\n `Framebuffer=${fb}`;\n log.log(logPriority, message)();\n }\n\n // TODO - move vertex array binding and transform feedback binding to withParameters?\n assert(vertexArray);\n\n this.gl.useProgram(this.handle);\n\n if (\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n !this._areTexturesRenderable() ||\n // Avoid WebGL draw call when not rendering any data\n vertexCount === 0 ||\n (isInstanced && instanceCount === 0)\n ) {\n return false;\n }\n\n vertexArray.bindForDraw(vertexCount, instanceCount, () => {\n if (framebuffer !== undefined) {\n parameters = Object.assign({}, parameters, {framebuffer});\n }\n\n if (transformFeedback) {\n const primitiveMode = getPrimitiveDrawMode(drawMode);\n transformFeedback.begin(primitiveMode);\n }\n\n this._bindTextures();\n\n withParameters(this.gl, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n this.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, offset, instanceCount);\n } else if (isIndexed && isWebGL2(this.gl) && !isNaN(start) && !isNaN(end)) {\n this.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.gl.drawElements(drawMode, vertexCount, indexType, offset);\n } else if (isInstanced) {\n this.gl2.drawArraysInstanced(drawMode, offset, vertexCount, instanceCount);\n } else {\n this.gl.drawArrays(drawMode, offset, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n setUniforms(uniforms = {}) {\n if (log.priority >= 2) {\n checkUniformValues(uniforms, this.id, this._uniformSetters);\n }\n\n this.gl.useProgram(this.handle);\n\n for (const uniformName in uniforms) {\n const uniform = uniforms[uniformName];\n const uniformSetter = this._uniformSetters[uniformName];\n\n if (uniformSetter) {\n let value = uniform;\n let textureUpdate = false;\n\n if (value instanceof Framebuffer) {\n value = value.texture;\n }\n if (value instanceof Texture) {\n textureUpdate = this.uniforms[uniformName] !== uniform;\n\n if (textureUpdate) {\n // eslint-disable-next-line max-depth\n if (uniformSetter.textureIndex === undefined) {\n uniformSetter.textureIndex = this._textureIndexCounter++;\n }\n\n // Bind texture to index\n const texture = value;\n const {textureIndex} = uniformSetter;\n\n texture.bind(textureIndex);\n value = textureIndex;\n\n this._textureUniforms[uniformName] = texture;\n } else {\n value = uniformSetter.textureIndex;\n }\n } else if (this._textureUniforms[uniformName]) {\n delete this._textureUniforms[uniformName];\n }\n\n // NOTE(Tarek): uniformSetter returns whether\n // value had to be updated or not.\n if (uniformSetter(value) || textureUpdate) {\n copyUniform(this.uniforms, uniformName, uniform);\n }\n }\n }\n\n return this;\n }\n\n // PRIVATE METHODS\n\n // Checks if all texture-values uniforms are renderable (i.e. loaded)\n // Update a texture if needed (e.g. from video)\n // Note: This is currently done before every draw call\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const uniformName in this._textureUniforms) {\n const texture = this._textureUniforms[uniformName];\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n return texturesRenderable;\n }\n\n // Binds textures\n // Note: This is currently done before every draw call\n _bindTextures() {\n for (const uniformName in this._textureUniforms) {\n const textureIndex = this._uniformSetters[uniformName].textureIndex;\n this._textureUniforms[uniformName].bind(textureIndex);\n }\n }\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createProgram();\n }\n\n _deleteHandle() {\n this.gl.deleteProgram(this.handle);\n }\n\n // Extract opts needed to initialize a `Program` from an independently created WebGLProgram handle\n _getOptionsFromHandle(handle) {\n 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@@ -14,7 +14,8 @@ export default class Query extends Resource {
14
14
  return 'Query';
15
15
  }
16
16
 
17
- static isSupported(gl, opts = []) {
17
+ static isSupported(gl) {
18
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
18
19
  const webgl2 = isWebGL2(gl);
19
20
  const hasTimerQuery = hasFeatures(gl, FEATURES.TIMER_QUERY);
20
21
  let supported = webgl2 || hasTimerQuery;
@@ -37,7 +38,8 @@ export default class Query extends Resource {
37
38
  return supported;
38
39
  }
39
40
 
40
- constructor(gl, opts = {}) {
41
+ constructor(gl) {
42
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
41
43
  super(gl, opts);
42
44
  this.target = null;
43
45
  this._queryPending = false;
@@ -49,9 +51,10 @@ export default class Query extends Resource {
49
51
  return this.begin(GL_TIME_ELAPSED_EXT);
50
52
  }
51
53
 
52
- beginOcclusionQuery({
53
- conservative = false
54
- } = {}) {
54
+ beginOcclusionQuery() {
55
+ let {
56
+ conservative = false
57
+ } = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
55
58
  return this.begin(conservative ? GL_ANY_SAMPLES_PASSED_CONSERVATIVE : GL_ANY_SAMPLES_PASSED);
56
59
  }
57
60
 
@@ -109,7 +112,9 @@ export default class Query extends Resource {
109
112
  return this.getResult() / 1e6;
110
113
  }
111
114
 
112
- createPoll(limit = Number.POSITIVE_INFINITY) {
115
+ createPoll() {
116
+ let limit = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : Number.POSITIVE_INFINITY;
117
+
113
118
  if (this._pollingPromise) {
114
119
  return this._pollingPromise;
115
120
  }