@luma.gl/webgl 8.5.9 → 8.5.12

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 (83) hide show
  1. package/dist/dist.js +420 -457
  2. package/dist/dist.min.js +1 -1
  3. package/dist/es5/bundle.js +2 -4
  4. package/dist/es5/bundle.js.map +1 -1
  5. package/dist/es5/classes/buffer.js +9 -2
  6. package/dist/es5/classes/buffer.js.map +1 -1
  7. package/dist/es5/classes/framebuffer.js +5 -0
  8. package/dist/es5/classes/framebuffer.js.map +1 -1
  9. package/dist/es5/classes/program.js +9 -2
  10. package/dist/es5/classes/program.js.map +1 -1
  11. package/dist/es5/classes/query.js +6 -1
  12. package/dist/es5/classes/query.js.map +1 -1
  13. package/dist/es5/classes/renderbuffer.js +6 -1
  14. package/dist/es5/classes/renderbuffer.js.map +1 -1
  15. package/dist/es5/classes/resource.js +13 -6
  16. package/dist/es5/classes/resource.js.map +1 -1
  17. package/dist/es5/classes/shader.js +20 -1
  18. package/dist/es5/classes/shader.js.map +1 -1
  19. package/dist/es5/classes/texture-2d.js +6 -1
  20. package/dist/es5/classes/texture-2d.js.map +1 -1
  21. package/dist/es5/classes/texture-3d.js +6 -1
  22. package/dist/es5/classes/texture-3d.js.map +1 -1
  23. package/dist/es5/classes/texture-cube.js +9 -2
  24. package/dist/es5/classes/texture-cube.js.map +1 -1
  25. package/dist/es5/classes/texture.js +12 -5
  26. package/dist/es5/classes/texture.js.map +1 -1
  27. package/dist/es5/classes/transform-feedback.js +6 -1
  28. package/dist/es5/classes/transform-feedback.js.map +1 -1
  29. package/dist/es5/classes/vertex-array-object.js +6 -1
  30. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  31. package/dist/es5/init.js +7 -7
  32. package/dist/es5/init.js.map +1 -1
  33. package/dist/es5/utils/is-old-ie.js +1 -1
  34. package/dist/es5/utils/is-old-ie.js.map +1 -1
  35. package/dist/esm/bundle.js +2 -4
  36. package/dist/esm/bundle.js.map +1 -1
  37. package/dist/esm/classes/buffer.js +4 -0
  38. package/dist/esm/classes/buffer.js.map +1 -1
  39. package/dist/esm/classes/framebuffer.js +4 -0
  40. package/dist/esm/classes/framebuffer.js.map +1 -1
  41. package/dist/esm/classes/program.js +4 -0
  42. package/dist/esm/classes/program.js.map +1 -1
  43. package/dist/esm/classes/query.js +4 -0
  44. package/dist/esm/classes/query.js.map +1 -1
  45. package/dist/esm/classes/renderbuffer.js +4 -0
  46. package/dist/esm/classes/renderbuffer.js.map +1 -1
  47. package/dist/esm/classes/resource.js +10 -6
  48. package/dist/esm/classes/resource.js.map +1 -1
  49. package/dist/esm/classes/shader.js +12 -0
  50. package/dist/esm/classes/shader.js.map +1 -1
  51. package/dist/esm/classes/texture-2d.js +4 -0
  52. package/dist/esm/classes/texture-2d.js.map +1 -1
  53. package/dist/esm/classes/texture-3d.js +4 -0
  54. package/dist/esm/classes/texture-3d.js.map +1 -1
  55. package/dist/esm/classes/texture-cube.js +4 -0
  56. package/dist/esm/classes/texture-cube.js.map +1 -1
  57. package/dist/esm/classes/texture.js +10 -3
  58. package/dist/esm/classes/texture.js.map +1 -1
  59. package/dist/esm/classes/transform-feedback.js +4 -0
  60. package/dist/esm/classes/transform-feedback.js.map +1 -1
  61. package/dist/esm/classes/vertex-array-object.js +4 -0
  62. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  63. package/dist/esm/init.js +7 -7
  64. package/dist/esm/init.js.map +1 -1
  65. package/dist/esm/utils/is-old-ie.js +1 -1
  66. package/dist/esm/utils/is-old-ie.js.map +1 -1
  67. package/package.json +5 -4
  68. package/src/bundle.js +2 -3
  69. package/src/classes/buffer.js +4 -0
  70. package/src/classes/framebuffer.js +4 -0
  71. package/src/classes/program.js +4 -0
  72. package/src/classes/query.js +4 -0
  73. package/src/classes/renderbuffer.js +4 -0
  74. package/src/classes/resource.js +10 -6
  75. package/src/classes/shader.js +14 -0
  76. package/src/classes/texture-2d.js +5 -0
  77. package/src/classes/texture-3d.js +5 -0
  78. package/src/classes/texture-cube.js +5 -0
  79. package/src/classes/texture.js +11 -4
  80. package/src/classes/transform-feedback.js +4 -0
  81. package/src/classes/vertex-array-object.js +4 -0
  82. package/src/init.js +6 -6
  83. package/src/utils/is-old-ie.js +1 -1
@@ -1 +1 @@
1
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info.gl2 || info.gl1 : info.gl1;\n if (typeof value === 'string') {\n return gl.getExtension(value);\n }\n return value;\n}\n\nexport default class Renderbuffer extends Resource {\n static isSupported(gl, {format} = {format: null}) {\n return !format || isFormatSupported(gl, format, RENDERBUFFER_FORMATS);\n }\n\n static getSamplesForFormat(gl, {format}) {\n // Polyfilled to return [0] under WebGL1\n return gl.getInternalformatParameter(GL.RENDERBUFFER, format, GL.SAMPLES);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // @ts-ignore\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n // Creates and initializes a renderbuffer object's data store\n initialize({format, width = 1, height = 1, samples = 0}) {\n assert(format, 'Needs format');\n\n this._trackDeallocatedMemory();\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n\n if (samples !== 0 && isWebGL2(this.gl)) {\n // @ts-ignore\n this.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, format, width, height);\n } else {\n this.gl.renderbufferStorage(GL.RENDERBUFFER, format, width, height);\n }\n\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.format = format;\n this.width = width;\n this.height = height;\n this.samples = samples;\n\n this._trackAllocatedMemory(\n this.width * this.height * (this.samples || 1) * RENDERBUFFER_FORMATS[this.format].bpp\n );\n\n return this;\n }\n\n resize({width, height}) {\n // Don't resize if width/height haven't changed\n if (width !== this.width || height !== this.height) {\n return this.initialize({width, height, format: this.format, samples: this.samples});\n }\n return this;\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteRenderbuffer(this.handle);\n this._trackDeallocatedMemory();\n }\n\n _bindHandle(handle) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n\n _syncHandle(handle) {\n this.format = this.getParameter(GL.RENDERBUFFER_INTERNAL_FORMAT);\n this.width = this.getParameter(GL.RENDERBUFFER_WIDTH);\n this.height = this.getParameter(GL.RENDERBUFFER_HEIGHT);\n this.samples = this.getParameter(GL.RENDERBUFFER_SAMPLES);\n }\n\n // @param {Boolean} opt.autobind=true - method call will bind/unbind object\n // @returns {GLenum|GLint} - depends on pname\n _getParameter(pname) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n const value = this.gl.getRenderbufferParameter(GL.RENDERBUFFER, pname);\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n return value;\n }\n}\n"],"file":"renderbuffer.js"}
1
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info.gl2 || info.gl1 : info.gl1;\n if (typeof value === 'string') {\n return gl.getExtension(value);\n }\n return value;\n}\n\nexport default class Renderbuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Renderbuffer';\n }\n static isSupported(gl, {format} = {format: null}) {\n return !format || isFormatSupported(gl, format, RENDERBUFFER_FORMATS);\n }\n\n static getSamplesForFormat(gl, {format}) {\n // Polyfilled to return [0] under WebGL1\n return gl.getInternalformatParameter(GL.RENDERBUFFER, format, GL.SAMPLES);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // @ts-ignore\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n // Creates and initializes a renderbuffer object's data store\n initialize({format, width = 1, height = 1, samples = 0}) {\n assert(format, 'Needs format');\n\n this._trackDeallocatedMemory();\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n\n if (samples !== 0 && isWebGL2(this.gl)) {\n // @ts-ignore\n this.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, format, width, height);\n } else {\n this.gl.renderbufferStorage(GL.RENDERBUFFER, format, width, height);\n }\n\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.format = format;\n this.width = width;\n this.height = height;\n this.samples = samples;\n\n this._trackAllocatedMemory(\n this.width * this.height * (this.samples || 1) * RENDERBUFFER_FORMATS[this.format].bpp\n );\n\n return this;\n }\n\n resize({width, height}) {\n // Don't resize if width/height haven't changed\n if (width !== this.width || height !== this.height) {\n return this.initialize({width, height, format: this.format, samples: this.samples});\n }\n return this;\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteRenderbuffer(this.handle);\n this._trackDeallocatedMemory();\n }\n\n _bindHandle(handle) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n\n _syncHandle(handle) {\n this.format = this.getParameter(GL.RENDERBUFFER_INTERNAL_FORMAT);\n this.width = this.getParameter(GL.RENDERBUFFER_WIDTH);\n this.height = this.getParameter(GL.RENDERBUFFER_HEIGHT);\n this.samples = this.getParameter(GL.RENDERBUFFER_SAMPLES);\n }\n\n // @param {Boolean} opt.autobind=true - method call will bind/unbind object\n // @returns {GLenum|GLint} - depends on pname\n _getParameter(pname) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n const value = this.gl.getRenderbufferParameter(GL.RENDERBUFFER, pname);\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n return value;\n }\n}\n"],"file":"renderbuffer.js"}
@@ -6,6 +6,10 @@ import { uid } from '../utils/utils';
6
6
  import { stubRemovedMethods } from '../utils/stub-methods';
7
7
  const ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';
8
8
  export default class Resource {
9
+ get [Symbol.toStringTag]() {
10
+ return 'Resource';
11
+ }
12
+
9
13
  constructor(gl, opts = {}) {
10
14
  assertWebGLContext(gl);
11
15
  const {
@@ -14,7 +18,7 @@ export default class Resource {
14
18
  } = opts;
15
19
  this.gl = gl;
16
20
  this.gl2 = gl;
17
- this.id = id || uid(this.constructor.name);
21
+ this.id = id || uid(this[Symbol.toStringTag]);
18
22
  this.userData = userData;
19
23
  this._bound = false;
20
24
  this._handle = opts.handle;
@@ -29,7 +33,7 @@ export default class Resource {
29
33
  }
30
34
 
31
35
  toString() {
32
- return `${this.constructor.name}(${this.id})`;
36
+ return `${this[Symbol.toStringTag] || this.constructor.name}(${this.id})`;
33
37
  }
34
38
 
35
39
  get handle() {
@@ -198,7 +202,7 @@ export default class Resource {
198
202
  }
199
203
 
200
204
  _addStats() {
201
- const name = this.constructor.name;
205
+ const name = this[Symbol.toStringTag];
202
206
  const stats = lumaStats.get('Resource Counts');
203
207
  stats.get('Resources Created').incrementCount();
204
208
  stats.get(`${name}s Created`).incrementCount();
@@ -206,19 +210,19 @@ export default class Resource {
206
210
  }
207
211
 
208
212
  _removeStats() {
209
- const name = this.constructor.name;
213
+ const name = this[Symbol.toStringTag];
210
214
  const stats = lumaStats.get('Resource Counts');
211
215
  stats.get(`${name}s Active`).decrementCount();
212
216
  }
213
217
 
214
- _trackAllocatedMemory(bytes, name = this.constructor.name) {
218
+ _trackAllocatedMemory(bytes, name = this[Symbol.toStringTag]) {
215
219
  const stats = lumaStats.get('Memory Usage');
216
220
  stats.get('GPU Memory').addCount(bytes);
217
221
  stats.get(`${name} Memory`).addCount(bytes);
218
222
  this.byteLength = bytes;
219
223
  }
220
224
 
221
- _trackDeallocatedMemory(name = this.constructor.name) {
225
+ _trackDeallocatedMemory(name = this[Symbol.toStringTag]) {
222
226
  const stats = lumaStats.get('Memory Usage');
223
227
  stats.get('GPU Memory').subtractCount(this.byteLength);
224
228
  stats.get(`${name} Memory`).subtractCount(this.byteLength);
@@ -1 +1 @@
1
- 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{isWebGL2, assertWebGLContext} from '@luma.gl/gltools';\nimport {lumaStats} from '../init';\nimport {getKey, getKeyValue} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\nimport {stubRemovedMethods} from '../utils/stub-methods';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n// TODO - Handle context loss\n// function glGetContextLossCount(gl) {\n// return (gl.luma && gl.luma.glCount) || 0;\n// }\n\nexport default class Resource {\n constructor(gl, opts = {}) {\n assertWebGLContext(gl);\n\n const {id, userData = {}} = opts;\n this.gl = gl;\n // @ts-ignore\n this.gl2 = gl;\n // this.ext = polyfillContext(gl);\n this.id = id || uid(this.constructor.name);\n this.userData = userData;\n this._bound = false;\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = opts.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n // Only meaningful for resources that allocate GPU memory\n this.byteLength = 0;\n\n this._addStats();\n }\n\n toString() {\n return `${this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.opts);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.opts);\n // }\n return this._handle;\n }\n\n delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-ignore\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this._removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-ignore\n if (children && deleteChildren) {\n // @ts-ignore\n children.filter(Boolean).forEach(child => child.delete());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param {GLenum} pname\n * @return {GLint|GLfloat|GLenum} param\n */\n getParameter(pname, opts = {}) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, opts);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-ignore\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = getKey(this.gl, values[key]);\n }\n }\n }\n\n return values;\n }\n\n /**\n * Update a Resource setting\n *\n * @todo - cache parameter to avoid issuing WebGL calls?\n *\n * @param {string} pname - parameter (GL constant, value or key)\n * @param {GLint|GLfloat|GLenum} value\n * @return {Resource} returns self to enable chaining\n */\n setParameter(pname, value) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n throw new Error('Parameter not available on this platform');\n }\n\n // Handle string keys\n if (parameter.type === 'GLenum') {\n value = getKeyValue(value);\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // attempt to set it and let WebGL report errors\n this._setParameter(pname, value);\n return this;\n }\n\n /*\n * Batch update resource parameters\n * Assumes the subclass supports a setParameter call\n */\n setParameters(parameters) {\n for (const pname in parameters) {\n this.setParameter(pname, parameters[pname]);\n }\n return this;\n }\n\n // Install stubs for removed methods\n stubRemovedMethods(className, version, methodNames) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(opts) {}\n\n // PROTECTED METHODS - These must be overridden by subclass\n _createHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _deleteHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _bindHandle(handle) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getOptsFromHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n /** @returns {number} */\n _getParameter(pname, opts) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname, value) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n // PRIVATE METHODS\n\n _context() {\n this.gl.luma = this.gl.luma || {};\n return this.gl.luma;\n }\n\n _addStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get('Resources Created').incrementCount();\n stats.get(`${name}s Created`).incrementCount();\n stats.get(`${name}s Active`).incrementCount();\n }\n\n _removeStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get(`${name}s Active`).decrementCount();\n }\n\n _trackAllocatedMemory(bytes, name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').addCount(bytes);\n stats.get(`${name} Memory`).addCount(bytes);\n this.byteLength = bytes;\n }\n\n _trackDeallocatedMemory(name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').subtractCount(this.byteLength);\n stats.get(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n}\n"],"file":"resource.js"}
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otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = opts.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n // Only meaningful for resources that allocate GPU memory\n this.byteLength = 0;\n\n this._addStats();\n }\n\n toString() {\n return `${this[Symbol.toStringTag] || this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.opts);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.opts);\n // }\n return this._handle;\n }\n\n delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-ignore\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this._removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-ignore\n if (children && deleteChildren) {\n // @ts-ignore\n children.filter(Boolean).forEach(child => child.delete());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param {GLenum} pname\n * @return {GLint|GLfloat|GLenum} param\n */\n getParameter(pname, opts = {}) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, opts);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-ignore\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = getKey(this.gl, values[key]);\n }\n }\n }\n\n return values;\n }\n\n /**\n * Update a Resource setting\n *\n * @todo - cache parameter to avoid issuing WebGL calls?\n *\n * @param {string} pname - parameter (GL constant, value or key)\n * @param {GLint|GLfloat|GLenum} value\n * @return {Resource} returns self to enable chaining\n */\n setParameter(pname, value) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n throw new Error('Parameter not available on this platform');\n }\n\n // Handle string keys\n if (parameter.type === 'GLenum') {\n value = getKeyValue(value);\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // attempt to set it and let WebGL report errors\n this._setParameter(pname, value);\n return this;\n }\n\n /*\n * Batch update resource parameters\n * Assumes the subclass supports a setParameter call\n */\n setParameters(parameters) {\n for (const pname in parameters) {\n this.setParameter(pname, parameters[pname]);\n }\n return this;\n }\n\n // Install stubs for removed methods\n stubRemovedMethods(className, version, methodNames) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(opts) {}\n\n // PROTECTED METHODS - These must be overridden by subclass\n _createHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _deleteHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _bindHandle(handle) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getOptsFromHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n /** @returns {number} */\n _getParameter(pname, opts) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname, value) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n // PRIVATE METHODS\n\n _context() {\n this.gl.luma = this.gl.luma || {};\n return this.gl.luma;\n }\n\n _addStats() {\n const name = this[Symbol.toStringTag];\n const stats = lumaStats.get('Resource Counts');\n\n stats.get('Resources Created').incrementCount();\n stats.get(`${name}s Created`).incrementCount();\n stats.get(`${name}s Active`).incrementCount();\n }\n\n _removeStats() {\n const name = this[Symbol.toStringTag];\n const stats = lumaStats.get('Resource Counts');\n\n stats.get(`${name}s Active`).decrementCount();\n }\n\n _trackAllocatedMemory(bytes, name = this[Symbol.toStringTag]) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').addCount(bytes);\n stats.get(`${name} Memory`).addCount(bytes);\n this.byteLength = bytes;\n }\n\n _trackDeallocatedMemory(name = this[Symbol.toStringTag]) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').subtractCount(this.byteLength);\n stats.get(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n}\n"],"file":"resource.js"}
@@ -5,6 +5,10 @@ import { uid } from '../utils/utils';
5
5
  import Resource from './resource';
6
6
  const ERR_SOURCE = 'Shader: GLSL source code must be a JavaScript string';
7
7
  export class Shader extends Resource {
8
+ get [Symbol.toStringTag]() {
9
+ return 'Shader';
10
+ }
11
+
8
12
  static getTypeName(shaderType) {
9
13
  switch (shaderType) {
10
14
  case 35633:
@@ -100,6 +104,10 @@ export class Shader extends Resource {
100
104
 
101
105
  }
102
106
  export class VertexShader extends Shader {
107
+ get [Symbol.toStringTag]() {
108
+ return 'VertexShader';
109
+ }
110
+
103
111
  constructor(gl, props) {
104
112
  if (typeof props === 'string') {
105
113
  props = {
@@ -118,6 +126,10 @@ export class VertexShader extends Shader {
118
126
 
119
127
  }
120
128
  export class FragmentShader extends Shader {
129
+ get [Symbol.toStringTag]() {
130
+ return 'FragmentShader';
131
+ }
132
+
121
133
  constructor(gl, props) {
122
134
  if (typeof props === 'string') {
123
135
  props = {
@@ -1 +1 @@
1
- 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${Shader.getTypeName(props.shaderType)}`);\n\n super(gl, {id});\n\n this.shaderType = props.shaderType;\n this.source = props.source;\n\n this.initialize(props);\n }\n\n initialize({source}) {\n const shaderName = getShaderName(source, null);\n if (shaderName) {\n this.id = uid(shaderName);\n }\n this._compile(source);\n }\n\n // Accessors\n\n getParameter(pname) {\n return this.gl.getShaderParameter(this.handle, pname);\n }\n\n toString() {\n return `${Shader.getTypeName(this.shaderType)}:${this.id}`;\n }\n\n getName() {\n return getShaderName(this.source) || 'unnamed-shader';\n }\n\n getSource() {\n return this.gl.getShaderSource(this.handle);\n }\n\n // Debug method - Returns translated source if available\n getTranslatedSource() {\n const extension = this.gl.getExtension('WEBGL_debug_shaders');\n return extension\n ? extension.getTranslatedShaderSource(this.handle)\n : 'No translated source available. WEBGL_debug_shaders not implemented';\n }\n\n // PRIVATE METHODS\n _compile(source = this.source) {\n if (!source.startsWith('#version ')) {\n source = `#version 100\\n${source}`;\n }\n this.source = source;\n this.gl.shaderSource(this.handle, this.source);\n this.gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = this.getParameter(GL.COMPILE_STATUS);\n if (!compileStatus) {\n const infoLog = this.gl.getShaderInfoLog(this.handle);\n const {shaderName, errors, warnings} = parseGLSLCompilerError(\n infoLog,\n this.source,\n this.shaderType,\n this.id\n );\n log.error(`GLSL compilation errors in ${shaderName}\\n${errors}`)();\n log.warn(`GLSL compilation warnings in ${shaderName}\\n${warnings}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n\n _deleteHandle() {\n this.gl.deleteShader(this.handle);\n }\n\n _getOptsFromHandle() {\n return {\n type: this.getParameter(GL.SHADER_TYPE),\n source: this.getSource()\n };\n }\n}\n\nexport class VertexShader extends Shader {\n constructor(gl, props) {\n // Signature: new VertexShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n super(gl, Object.assign({}, props, {shaderType: GL.VERTEX_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.VERTEX_SHADER);\n }\n}\n\nexport class FragmentShader extends Shader {\n constructor(gl, props) {\n // Signature: new FragmentShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n\n super(gl, Object.assign({}, props, {shaderType: GL.FRAGMENT_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.FRAGMENT_SHADER);\n }\n}\n"],"file":"shader.js"}
1
+ 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GL from '@luma.gl/constants';\nimport {assertWebGLContext, log} from '@luma.gl/gltools';\nimport {parseGLSLCompilerError, getShaderName} from '../glsl-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\nimport Resource from './resource';\n\nconst ERR_SOURCE = 'Shader: GLSL source code must be a JavaScript string';\n\n// For now this is an internal class\nexport class Shader extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Shader';\n }\n\n static getTypeName(shaderType) {\n switch (shaderType) {\n case GL.VERTEX_SHADER:\n return 'vertex-shader';\n case GL.FRAGMENT_SHADER:\n return 'fragment-shader';\n default:\n assert(false);\n return 'unknown';\n }\n }\n\n /* eslint-disable max-statements */\n constructor(gl, props) {\n assertWebGLContext(gl);\n\n // Validate arguments\n assert(typeof props.source === 'string', ERR_SOURCE);\n\n // Deduce an id, from shader source, or supplied id, or shader type\n const id =\n getShaderName(props.source, null) ||\n props.id ||\n uid(`unnamed ${Shader.getTypeName(props.shaderType)}`);\n\n super(gl, {id});\n\n this.shaderType = props.shaderType;\n this.source = props.source;\n\n this.initialize(props);\n }\n\n initialize({source}) {\n const shaderName = getShaderName(source, null);\n if (shaderName) {\n this.id = uid(shaderName);\n }\n this._compile(source);\n }\n\n // Accessors\n\n getParameter(pname) {\n return this.gl.getShaderParameter(this.handle, pname);\n }\n\n toString() {\n return `${Shader.getTypeName(this.shaderType)}:${this.id}`;\n }\n\n getName() {\n return getShaderName(this.source) || 'unnamed-shader';\n }\n\n getSource() {\n return this.gl.getShaderSource(this.handle);\n }\n\n // Debug method - Returns translated source if available\n getTranslatedSource() {\n const extension = this.gl.getExtension('WEBGL_debug_shaders');\n return extension\n ? extension.getTranslatedShaderSource(this.handle)\n : 'No translated source available. WEBGL_debug_shaders not implemented';\n }\n\n // PRIVATE METHODS\n _compile(source = this.source) {\n if (!source.startsWith('#version ')) {\n source = `#version 100\\n${source}`;\n }\n this.source = source;\n this.gl.shaderSource(this.handle, this.source);\n this.gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = this.getParameter(GL.COMPILE_STATUS);\n if (!compileStatus) {\n const infoLog = this.gl.getShaderInfoLog(this.handle);\n const {shaderName, errors, warnings} = parseGLSLCompilerError(\n infoLog,\n this.source,\n this.shaderType,\n this.id\n );\n log.error(`GLSL compilation errors in ${shaderName}\\n${errors}`)();\n log.warn(`GLSL compilation warnings in ${shaderName}\\n${warnings}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n\n _deleteHandle() {\n this.gl.deleteShader(this.handle);\n }\n\n _getOptsFromHandle() {\n return {\n type: this.getParameter(GL.SHADER_TYPE),\n source: this.getSource()\n };\n }\n}\n\nexport class VertexShader extends Shader {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'VertexShader';\n }\n\n constructor(gl, props) {\n // Signature: new VertexShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n super(gl, Object.assign({}, props, {shaderType: GL.VERTEX_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.VERTEX_SHADER);\n }\n}\n\nexport class FragmentShader extends Shader {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'FragmentShader';\n }\n constructor(gl, props) {\n // Signature: new FragmentShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n\n super(gl, Object.assign({}, props, {shaderType: GL.FRAGMENT_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.FRAGMENT_SHADER);\n }\n}\n"],"file":"shader.js"}
@@ -2,6 +2,10 @@ import { assertWebGLContext } from '@luma.gl/gltools';
2
2
  import Texture from './texture';
3
3
  import { loadImage } from '../utils/load-file';
4
4
  export default class Texture2D extends Texture {
5
+ get [Symbol.toStringTag]() {
6
+ return 'Texture2D';
7
+ }
8
+
5
9
  static isSupported(gl, opts) {
6
10
  return Texture.isSupported(gl, opts);
7
11
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/classes/texture-2d.js"],"names":["assertWebGLContext","Texture","loadImage","Texture2D","isSupported","gl","opts","constructor","props","Promise","data","Object","assign","target","initialize","seal"],"mappings":"AACA,SAAQA,kBAAR,QAAiC,kBAAjC;AACA,OAAOC,OAAP,MAAoB,WAApB;AACA,SAAQC,SAAR,QAAwB,oBAAxB;AAEA,eAAe,MAAMC,SAAN,SAAwBF,OAAxB,CAAgC;AAC7C,SAAOG,WAAP,CAAmBC,EAAnB,EAAuBC,IAAvB,EAA6B;AAC3B,WAAOL,OAAO,CAACG,WAAR,CAAoBC,EAApB,EAAwBC,IAAxB,CAAP;AACD;;AAEDC,EAAAA,WAAW,CAACF,EAAD,EAAKG,KAAK,GAAG,EAAb,EAAiB;AAC1BR,IAAAA,kBAAkB,CAACK,EAAD,CAAlB;;AAGA,QAAIG,KAAK,YAAYC,OAAjB,IAA4B,OAAOD,KAAP,KAAiB,QAAjD,EAA2D;AACzDA,MAAAA,KAAK,GAAG;AAACE,QAAAA,IAAI,EAAEF;AAAP,OAAR;AACD;;AAGD,QAAI,OAAOA,KAAK,CAACE,IAAb,KAAsB,QAA1B,EAAoC;AAClCF,MAAAA,KAAK,GAAGG,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACE,QAAAA,IAAI,EAAER,SAAS,CAACM,KAAK,CAACE,IAAP;AAAhB,OAAzB,CAAR;AACD;;AAED,UAAML,EAAN,EAAUM,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACK,MAAAA,MAAM;AAAP,KAAzB,CAAV;AAEA,SAAKC,UAAL,CAAgBN,KAAhB;AAEAG,IAAAA,MAAM,CAACI,IAAP,CAAY,IAAZ;AACD;;AAvB4C","sourcesContent":["import GL from '@luma.gl/constants';\nimport {assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {loadImage} from '../utils/load-file';\n\nexport default class Texture2D extends Texture {\n static isSupported(gl, opts) {\n return Texture.isSupported(gl, opts);\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n // Signature: new Texture2D(gl, url | Promise)\n if (props instanceof Promise || typeof props === 'string') {\n props = {data: props};\n }\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof props.data === 'string') {\n props = Object.assign({}, props, {data: loadImage(props.data)});\n }\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_2D}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n}\n"],"file":"texture-2d.js"}
1
+ {"version":3,"sources":["../../../src/classes/texture-2d.js"],"names":["assertWebGLContext","Texture","loadImage","Texture2D","Symbol","toStringTag","isSupported","gl","opts","constructor","props","Promise","data","Object","assign","target","initialize","seal"],"mappings":"AACA,SAAQA,kBAAR,QAAiC,kBAAjC;AACA,OAAOC,OAAP,MAAoB,WAApB;AACA,SAAQC,SAAR,QAAwB,oBAAxB;AAEA,eAAe,MAAMC,SAAN,SAAwBF,OAAxB,CAAgC;AAE7C,OAAKG,MAAM,CAACC,WAAZ,IAA2B;AACzB,WAAO,WAAP;AACD;;AAED,SAAOC,WAAP,CAAmBC,EAAnB,EAAuBC,IAAvB,EAA6B;AAC3B,WAAOP,OAAO,CAACK,WAAR,CAAoBC,EAApB,EAAwBC,IAAxB,CAAP;AACD;;AAEDC,EAAAA,WAAW,CAACF,EAAD,EAAKG,KAAK,GAAG,EAAb,EAAiB;AAC1BV,IAAAA,kBAAkB,CAACO,EAAD,CAAlB;;AAGA,QAAIG,KAAK,YAAYC,OAAjB,IAA4B,OAAOD,KAAP,KAAiB,QAAjD,EAA2D;AACzDA,MAAAA,KAAK,GAAG;AAACE,QAAAA,IAAI,EAAEF;AAAP,OAAR;AACD;;AAGD,QAAI,OAAOA,KAAK,CAACE,IAAb,KAAsB,QAA1B,EAAoC;AAClCF,MAAAA,KAAK,GAAGG,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACE,QAAAA,IAAI,EAAEV,SAAS,CAACQ,KAAK,CAACE,IAAP;AAAhB,OAAzB,CAAR;AACD;;AAED,UAAML,EAAN,EAAUM,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACK,MAAAA,MAAM;AAAP,KAAzB,CAAV;AAEA,SAAKC,UAAL,CAAgBN,KAAhB;AAEAG,IAAAA,MAAM,CAACI,IAAP,CAAY,IAAZ;AACD;;AA5B4C","sourcesContent":["import GL from '@luma.gl/constants';\nimport {assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {loadImage} from '../utils/load-file';\n\nexport default class Texture2D extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Texture2D';\n }\n\n static isSupported(gl, opts) {\n return Texture.isSupported(gl, opts);\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n // Signature: new Texture2D(gl, url | Promise)\n if (props instanceof Promise || typeof props === 'string') {\n props = {data: props};\n }\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof props.data === 'string') {\n props = Object.assign({}, props, {data: loadImage(props.data)});\n }\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_2D}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n}\n"],"file":"texture-2d.js"}
@@ -3,6 +3,10 @@ import Texture from './texture';
3
3
  import { DATA_FORMAT_CHANNELS, TYPE_SIZES } from './texture-formats';
4
4
  import Buffer from './buffer';
5
5
  export default class Texture3D extends Texture {
6
+ get [Symbol.toStringTag]() {
7
+ return 'Texture3D';
8
+ }
9
+
6
10
  static isSupported(gl) {
7
11
  return isWebGL2(gl);
8
12
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/classes/texture-3d.js"],"names":["isWebGL2","assertWebGL2Context","withParameters","Texture","DATA_FORMAT_CHANNELS","TYPE_SIZES","Buffer","Texture3D","isSupported","gl","constructor","props","Object","assign","depth","target","unpackFlipY","initialize","seal","setImageData","level","dataFormat","width","height","border","format","type","offset","data","parameters","_trackDeallocatedMemory","bindTexture","handle","ArrayBuffer","isView","texImage3D","bindBuffer","byteLength","_trackAllocatedMemory","channels","channelSize","loaded"],"mappings":"AACA,SAAQA,QAAR,EAAkBC,mBAAlB,EAAuCC,cAAvC,QAA4D,kBAA5D;AACA,OAAOC,OAAP,MAAoB,WAApB;AACA,SAAQC,oBAAR,EAA8BC,UAA9B,QAA+C,mBAA/C;AACA,OAAOC,MAAP,MAAmB,UAAnB;AAEA,eAAe,MAAMC,SAAN,SAAwBJ,OAAxB,CAAgC;AAC7C,SAAOK,WAAP,CAAmBC,EAAnB,EAAuB;AACrB,WAAOT,QAAQ,CAACS,EAAD,CAAf;AACD;;AAEDC,EAAAA,WAAW,CAACD,EAAD,EAAKE,KAAK,GAAG,EAAb,EAAiB;AAC1BV,IAAAA,mBAAmB,CAACQ,EAAD,CAAnB;AACAE,IAAAA,KAAK,GAAGC,MAAM,CAACC,MAAP,CAAc;AAACC,MAAAA,KAAK,EAAE;AAAR,KAAd,EAA0BH,KAA1B,EAAiC;AAACI,MAAAA,MAAM,OAAP;AAAwBC,MAAAA,WAAW,EAAE;AAArC,KAAjC,CAAR;AACA,UAAMP,EAAN,EAAUE,KAAV;AACA,SAAKM,UAAL,CAAgBN,KAAhB;AAEAC,IAAAA,MAAM,CAACM,IAAP,CAAY,IAAZ;AACD;;AAGDC,EAAAA,YAAY,CAAC;AACXC,IAAAA,KAAK,GAAG,CADG;AAEXC,IAAAA,UAAU,OAFC;AAGXC,IAAAA,KAHW;AAIXC,IAAAA,MAJW;AAKXT,IAAAA,KAAK,GAAG,CALG;AAMXU,IAAAA,MAAM,GAAG,CANE;AAOXC,IAAAA,MAPW;AAQXC,IAAAA,IAAI,OARO;AASXC,IAAAA,MAAM,GAAG,CATE;AAUXC,IAAAA,IAVW;AAWXC,IAAAA,UAAU,GAAG;AAXF,GAAD,EAYT;AACD,SAAKC,uBAAL,CAA6B,SAA7B;;AAEA,SAAKrB,EAAL,CAAQsB,WAAR,CAAoB,KAAKhB,MAAzB,EAAiC,KAAKiB,MAAtC;AAEA9B,IAAAA,cAAc,CAAC,KAAKO,EAAN,EAAUoB,UAAV,EAAsB,MAAM;AACxC,UAAII,WAAW,CAACC,MAAZ,CAAmBN,IAAnB,CAAJ,EAA8B;AAE5B,aAAKnB,EAAL,CAAQ0B,UAAR,CACE,KAAKpB,MADP,EAEEK,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMET,KANF,EAOEU,MAPF,EAQEC,MARF,EASEC,IATF,EAUEE,IAVF;AAYD;;AAED,UAAIA,IAAI,YAAYtB,MAApB,EAA4B;AAC1B,aAAKG,EAAL,CAAQ2B,UAAR,QAA2CR,IAAI,CAACI,MAAhD;AAEA,aAAKvB,EAAL,CAAQ0B,UAAR,CACE,KAAKpB,MADP,EAEEK,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMET,KANF,EAOEU,MAPF,EAQEC,MARF,EASEC,IATF,EAUEC,MAVF;AAYD;AACF,KAjCa,CAAd;;AAmCA,QAAIC,IAAI,IAAIA,IAAI,CAACS,UAAjB,EAA6B;AAC3B,WAAKC,qBAAL,CAA2BV,IAAI,CAACS,UAAhC,EAA4C,SAA5C;AACD,KAFD,MAEO;AAGL,YAAME,QAAQ,GAAGnC,oBAAoB,CAAC,KAAKiB,UAAN,CAApB,IAAyC,CAA1D;AAEA,YAAMmB,WAAW,GAAGnC,UAAU,CAAC,KAAKqB,IAAN,CAAV,IAAyB,CAA7C;;AAEA,WAAKY,qBAAL,CACE,KAAKhB,KAAL,GAAa,KAAKC,MAAlB,GAA2B,KAAKT,KAAhC,GAAwCyB,QAAxC,GAAmDC,WADrD,EAEE,SAFF;AAID;;AAED,SAAKC,MAAL,GAAc,IAAd;AAEA,WAAO,IAAP;AACD;;AArF4C","sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGL2Context, withParameters} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {DATA_FORMAT_CHANNELS, TYPE_SIZES} from './texture-formats';\nimport Buffer from './buffer';\n\nexport default class Texture3D extends Texture {\n static isSupported(gl) {\n return isWebGL2(gl);\n }\n\n constructor(gl, props = {}) {\n assertWebGL2Context(gl);\n props = Object.assign({depth: 1}, props, {target: GL.TEXTURE_3D, unpackFlipY: false});\n super(gl, props);\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // Image 3D copies from Typed Array or WebGLBuffer\n setImageData({\n level = 0,\n dataFormat = GL.RGBA,\n width,\n height,\n depth = 1,\n border = 0,\n format,\n type = GL.UNSIGNED_BYTE,\n offset = 0,\n data,\n parameters = {}\n }) {\n this._trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n data\n );\n }\n\n if (data instanceof Buffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this._trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n // NOTE(Tarek): Default to RGBA bytes\n // @ts-ignore\n const channels = DATA_FORMAT_CHANNELS[this.dataFormat] || 4;\n // @ts-ignore\n const channelSize = TYPE_SIZES[this.type] || 1;\n\n this._trackAllocatedMemory(\n this.width * this.height * this.depth * channels * channelSize,\n 'Texture'\n );\n }\n\n this.loaded = true;\n\n return this;\n }\n}\n"],"file":"texture-3d.js"}
1
+ {"version":3,"sources":["../../../src/classes/texture-3d.js"],"names":["isWebGL2","assertWebGL2Context","withParameters","Texture","DATA_FORMAT_CHANNELS","TYPE_SIZES","Buffer","Texture3D","Symbol","toStringTag","isSupported","gl","constructor","props","Object","assign","depth","target","unpackFlipY","initialize","seal","setImageData","level","dataFormat","width","height","border","format","type","offset","data","parameters","_trackDeallocatedMemory","bindTexture","handle","ArrayBuffer","isView","texImage3D","bindBuffer","byteLength","_trackAllocatedMemory","channels","channelSize","loaded"],"mappings":"AACA,SAAQA,QAAR,EAAkBC,mBAAlB,EAAuCC,cAAvC,QAA4D,kBAA5D;AACA,OAAOC,OAAP,MAAoB,WAApB;AACA,SAAQC,oBAAR,EAA8BC,UAA9B,QAA+C,mBAA/C;AACA,OAAOC,MAAP,MAAmB,UAAnB;AAEA,eAAe,MAAMC,SAAN,SAAwBJ,OAAxB,CAAgC;AAE7C,OAAKK,MAAM,CAACC,WAAZ,IAA2B;AACzB,WAAO,WAAP;AACD;;AAED,SAAOC,WAAP,CAAmBC,EAAnB,EAAuB;AACrB,WAAOX,QAAQ,CAACW,EAAD,CAAf;AACD;;AAEDC,EAAAA,WAAW,CAACD,EAAD,EAAKE,KAAK,GAAG,EAAb,EAAiB;AAC1BZ,IAAAA,mBAAmB,CAACU,EAAD,CAAnB;AACAE,IAAAA,KAAK,GAAGC,MAAM,CAACC,MAAP,CAAc;AAACC,MAAAA,KAAK,EAAE;AAAR,KAAd,EAA0BH,KAA1B,EAAiC;AAACI,MAAAA,MAAM,OAAP;AAAwBC,MAAAA,WAAW,EAAE;AAArC,KAAjC,CAAR;AACA,UAAMP,EAAN,EAAUE,KAAV;AACA,SAAKM,UAAL,CAAgBN,KAAhB;AAEAC,IAAAA,MAAM,CAACM,IAAP,CAAY,IAAZ;AACD;;AAGDC,EAAAA,YAAY,CAAC;AACXC,IAAAA,KAAK,GAAG,CADG;AAEXC,IAAAA,UAAU,OAFC;AAGXC,IAAAA,KAHW;AAIXC,IAAAA,MAJW;AAKXT,IAAAA,KAAK,GAAG,CALG;AAMXU,IAAAA,MAAM,GAAG,CANE;AAOXC,IAAAA,MAPW;AAQXC,IAAAA,IAAI,OARO;AASXC,IAAAA,MAAM,GAAG,CATE;AAUXC,IAAAA,IAVW;AAWXC,IAAAA,UAAU,GAAG;AAXF,GAAD,EAYT;AACD,SAAKC,uBAAL,CAA6B,SAA7B;;AAEA,SAAKrB,EAAL,CAAQsB,WAAR,CAAoB,KAAKhB,MAAzB,EAAiC,KAAKiB,MAAtC;AAEAhC,IAAAA,cAAc,CAAC,KAAKS,EAAN,EAAUoB,UAAV,EAAsB,MAAM;AACxC,UAAII,WAAW,CAACC,MAAZ,CAAmBN,IAAnB,CAAJ,EAA8B;AAE5B,aAAKnB,EAAL,CAAQ0B,UAAR,CACE,KAAKpB,MADP,EAEEK,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMET,KANF,EAOEU,MAPF,EAQEC,MARF,EASEC,IATF,EAUEE,IAVF;AAYD;;AAED,UAAIA,IAAI,YAAYxB,MAApB,EAA4B;AAC1B,aAAKK,EAAL,CAAQ2B,UAAR,QAA2CR,IAAI,CAACI,MAAhD;AAEA,aAAKvB,EAAL,CAAQ0B,UAAR,CACE,KAAKpB,MADP,EAEEK,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMET,KANF,EAOEU,MAPF,EAQEC,MARF,EASEC,IATF,EAUEC,MAVF;AAYD;AACF,KAjCa,CAAd;;AAmCA,QAAIC,IAAI,IAAIA,IAAI,CAACS,UAAjB,EAA6B;AAC3B,WAAKC,qBAAL,CAA2BV,IAAI,CAACS,UAAhC,EAA4C,SAA5C;AACD,KAFD,MAEO;AAGL,YAAME,QAAQ,GAAGrC,oBAAoB,CAAC,KAAKmB,UAAN,CAApB,IAAyC,CAA1D;AAEA,YAAMmB,WAAW,GAAGrC,UAAU,CAAC,KAAKuB,IAAN,CAAV,IAAyB,CAA7C;;AAEA,WAAKY,qBAAL,CACE,KAAKhB,KAAL,GAAa,KAAKC,MAAlB,GAA2B,KAAKT,KAAhC,GAAwCyB,QAAxC,GAAmDC,WADrD,EAEE,SAFF;AAID;;AAED,SAAKC,MAAL,GAAc,IAAd;AAEA,WAAO,IAAP;AACD;;AA1F4C","sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGL2Context, withParameters} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {DATA_FORMAT_CHANNELS, TYPE_SIZES} from './texture-formats';\nimport Buffer from './buffer';\n\nexport default class Texture3D extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Texture3D';\n }\n\n static isSupported(gl) {\n return isWebGL2(gl);\n }\n\n constructor(gl, props = {}) {\n assertWebGL2Context(gl);\n props = Object.assign({depth: 1}, props, {target: GL.TEXTURE_3D, unpackFlipY: false});\n super(gl, props);\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // Image 3D copies from Typed Array or WebGLBuffer\n setImageData({\n level = 0,\n dataFormat = GL.RGBA,\n width,\n height,\n depth = 1,\n border = 0,\n format,\n type = GL.UNSIGNED_BYTE,\n offset = 0,\n data,\n parameters = {}\n }) {\n this._trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n data\n );\n }\n\n if (data instanceof Buffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this._trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n // NOTE(Tarek): Default to RGBA bytes\n // @ts-ignore\n const channels = DATA_FORMAT_CHANNELS[this.dataFormat] || 4;\n // @ts-ignore\n const channelSize = TYPE_SIZES[this.type] || 1;\n\n this._trackAllocatedMemory(\n this.width * this.height * this.depth * channels * channelSize,\n 'Texture'\n );\n }\n\n this.loaded = true;\n\n return this;\n }\n}\n"],"file":"texture-3d.js"}
@@ -2,6 +2,10 @@ import { log, assertWebGLContext } from '@luma.gl/gltools';
2
2
  import Texture from './texture';
3
3
  const FACES = [34069, 34070, 34071, 34072, 34073, 34074];
4
4
  export default class TextureCube extends Texture {
5
+ get [Symbol.toStringTag]() {
6
+ return 'TextureCube';
7
+ }
8
+
5
9
  constructor(gl, props = {}) {
6
10
  assertWebGLContext(gl);
7
11
  super(gl, Object.assign({}, props, {
@@ -1 +1 @@
1
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Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setParameters(parameters);\n });\n return this;\n }\n\n subImage({face, data, x = 0, y = 0, mipmapLevel = 0}) {\n // @ts-ignore TODO - is this a bug?\n return this._subImage({target: face, data, x, y, mipmapLevel});\n }\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData({\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n }) {\n const {gl} = this;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n FACES.map(face => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.opts.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, border, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n // TODO: update this method to accept LODs\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then(resolvedImageData =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, border, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n}\n\nTextureCube.FACES = FACES;\n"],"file":"texture-cube.js"}
1
+ {"version":3,"sources":["../../../src/classes/texture-cube.js"],"names":["log","assertWebGLContext","Texture","FACES","TextureCube","Symbol","toStringTag","constructor","gl","props","Object","assign","target","initialize","seal","mipmaps","parameters","opts","setCubeMapImageData","then","loaded","generateMipmap","setParameters","subImage","face","data","x","y","mipmapLevel","_subImage","width","height","pixels","border","format","type","imageDataMap","resolvedFaces","Promise","all","map","facePixels","Array","isArray","bind","forEach","index","length","warn","id","image","lodLevel","texImage2D","unbind","setImageDataForFace","options","imageData","resolvedImageData"],"mappings":"AACA,SAAQA,GAAR,EAAaC,kBAAb,QAAsC,kBAAtC;AACA,OAAOC,OAAP,MAAoB,WAApB;AAEA,MAAMC,KAAK,GAAG,0CAAd;AASA,eAAe,MAAMC,WAAN,SAA0BF,OAA1B,CAAkC;AAE/C,OAAKG,MAAM,CAACC,WAAZ,IAA2B;AACzB,WAAO,aAAP;AACD;;AAEDC,EAAAA,WAAW,CAACC,EAAD,EAAKC,KAAK,GAAG,EAAb,EAAiB;AAC1BR,IAAAA,kBAAkB,CAACO,EAAD,CAAlB;AAEA,UAAMA,EAAN,EAAUE,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBF,KAAlB,EAAyB;AAACG,MAAAA,MAAM;AAAP,KAAzB,CAAV;AAEA,SAAKC,UAAL,CAAgBJ,KAAhB;AAEAC,IAAAA,MAAM,CAACI,IAAP,CAAY,IAAZ;AACD;;AAEDD,EAAAA,UAAU,CAACJ,KAAK,GAAG,EAAT,EAAa;AACrB,UAAM;AAACM,MAAAA,OAAO,GAAG,IAAX;AAAiBC,MAAAA,UAAU,GAAG;AAA9B,QAAoCP,KAA1C;AAGA,SAAKQ,IAAL,GAAYR,KAAZ;AAGA,SAAKS,mBAAL,CAAyBT,KAAzB,EAAgCU,IAAhC,CAAqC,MAAM;AACzC,WAAKC,MAAL,GAAc,IAAd;;AAIA,UAAIL,OAAJ,EAAa;AACX,aAAKM,cAAL,CAAoBZ,KAApB;AACD;;AAED,WAAKa,aAAL,CAAmBN,UAAnB;AACD,KAVD;AAWA,WAAO,IAAP;AACD;;AAEDO,EAAAA,QAAQ,CAAC;AAACC,IAAAA,IAAD;AAAOC,IAAAA,IAAP;AAAaC,IAAAA,CAAC,GAAG,CAAjB;AAAoBC,IAAAA,CAAC,GAAG,CAAxB;AAA2BC,IAAAA,WAAW,GAAG;AAAzC,GAAD,EAA8C;AAEpD,WAAO,KAAKC,SAAL,CAAe;AAACjB,MAAAA,MAAM,EAAEY,IAAT;AAAeC,MAAAA,IAAf;AAAqBC,MAAAA,CAArB;AAAwBC,MAAAA,CAAxB;AAA2BC,MAAAA;AAA3B,KAAf,CAAP;AACD;;AAGD,QAAMV,mBAAN,CAA0B;AACxBY,IAAAA,KADwB;AAExBC,IAAAA,MAFwB;AAGxBC,IAAAA,MAHwB;AAIxBP,IAAAA,IAJwB;AAKxBQ,IAAAA,MAAM,GAAG,CALe;AAMxBC,IAAAA,MAAM,OANkB;AAOxBC,IAAAA,IAAI;AAPoB,GAA1B,EAQG;AACD,UAAM;AAAC3B,MAAAA;AAAD,QAAO,IAAb;AACA,UAAM4B,YAAY,GAAGJ,MAAM,IAAIP,IAA/B;AAeA,UAAMY,aAAa,GAAG,MAAMC,OAAO,CAACC,GAAR,CAC1BpC,KAAK,CAACqC,GAAN,CAAUhB,IAAI,IAAI;AAChB,YAAMiB,UAAU,GAAGL,YAAY,CAACZ,IAAD,CAA/B;AACA,aAAOc,OAAO,CAACC,GAAR,CAAYG,KAAK,CAACC,OAAN,CAAcF,UAAd,IAA4BA,UAA5B,GAAyC,CAACA,UAAD,CAArD,CAAP;AACD,KAHD,CAD0B,CAA5B;AAOA,SAAKG,IAAL;AAEAzC,IAAAA,KAAK,CAAC0C,OAAN,CAAc,CAACrB,IAAD,EAAOsB,KAAP,KAAiB;AAC7B,UAAIT,aAAa,CAACS,KAAD,CAAb,CAAqBC,MAArB,GAA8B,CAA9B,IAAmC,KAAK9B,IAAL,CAAUF,OAAV,KAAsB,KAA7D,EAAoE;AAGlEf,QAAAA,GAAG,CAACgD,IAAJ,CAAU,GAAE,KAAKC,EAAG,gCAApB;AACD;;AACDZ,MAAAA,aAAa,CAACS,KAAD,CAAb,CAAqBD,OAArB,CAA6B,CAACK,KAAD,EAAQC,QAAR,KAAqB;AAEhD,YAAIrB,KAAK,IAAIC,MAAb,EAAqB;AACnBvB,UAAAA,EAAE,CAAC4C,UAAH,CAAc5B,IAAd,EAAoB2B,QAApB,EAA8BjB,MAA9B,EAAsCJ,KAAtC,EAA6CC,MAA7C,EAAqDE,MAArD,EAA6DC,MAA7D,EAAqEC,IAArE,EAA2Ee,KAA3E;AACD,SAFD,MAEO;AACL1C,UAAAA,EAAE,CAAC4C,UAAH,CAAc5B,IAAd,EAAoB2B,QAApB,EAA8BjB,MAA9B,EAAsCA,MAAtC,EAA8CC,IAA9C,EAAoDe,KAApD;AACD;AACF,OAPD;AAQD,KAdD;AAgBA,SAAKG,MAAL;AACD;;AAGDC,EAAAA,mBAAmB,CAACC,OAAD,EAAU;AAC3B,UAAM;AACJ/B,MAAAA,IADI;AAEJM,MAAAA,KAFI;AAGJC,MAAAA,MAHI;AAIJC,MAAAA,MAJI;AAKJP,MAAAA,IALI;AAMJQ,MAAAA,MAAM,GAAG,CANL;AAOJC,MAAAA,MAAM,OAPF;AAQJC,MAAAA,IAAI;AARA,QAUFoB,OAVJ;AAYA,UAAM;AAAC/C,MAAAA;AAAD,QAAO,IAAb;AAEA,UAAMgD,SAAS,GAAGxB,MAAM,IAAIP,IAA5B;AAEA,SAAKmB,IAAL;;AACA,QAAIY,SAAS,YAAYlB,OAAzB,EAAkC;AAChCkB,MAAAA,SAAS,CAACrC,IAAV,CAAesC,iBAAiB,IAC9B,KAAKH,mBAAL,CACE5C,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkB4C,OAAlB,EAA2B;AACzB/B,QAAAA,IADyB;AAEzBC,QAAAA,IAAI,EAAEgC,iBAFmB;AAGzBzB,QAAAA,MAAM,EAAEyB;AAHiB,OAA3B,CADF,CADF;AASD,KAVD,MAUO,IAAI,KAAK3B,KAAL,IAAc,KAAKC,MAAvB,EAA+B;AACpCvB,MAAAA,EAAE,CAAC4C,UAAH,CAAc5B,IAAd,EAAoB,CAApB,EAAuBU,MAAvB,EAA+BJ,KAA/B,EAAsCC,MAAtC,EAA8CE,MAA9C,EAAsDC,MAAtD,EAA8DC,IAA9D,EAAoEqB,SAApE;AACD,KAFM,MAEA;AACLhD,MAAAA,EAAE,CAAC4C,UAAH,CAAc5B,IAAd,EAAoB,CAApB,EAAuBU,MAAvB,EAA+BA,MAA/B,EAAuCC,IAAvC,EAA6CqB,SAA7C;AACD;;AAED,WAAO,IAAP;AACD;;AApI8C;AAuIjDpD,WAAW,CAACD,KAAZ,GAAoBA,KAApB","sourcesContent":["import GL from '@luma.gl/constants';\nimport {log, assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\n\nconst FACES = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n];\n\nexport default class TextureCube extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'TextureCube';\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_CUBE_MAP}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n\n initialize(props = {}) {\n const {mipmaps = true, parameters = {}} = props;\n\n // Store props for accessors\n this.opts = props;\n\n // @ts-ignore\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setParameters(parameters);\n });\n return this;\n }\n\n subImage({face, data, x = 0, y = 0, mipmapLevel = 0}) {\n // @ts-ignore TODO - is this a bug?\n return this._subImage({target: face, data, x, y, mipmapLevel});\n }\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData({\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n }) {\n const {gl} = this;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n FACES.map(face => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.opts.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, border, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n // TODO: update this method to accept LODs\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then(resolvedImageData =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, border, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n}\n\nTextureCube.FACES = FACES;\n"],"file":"texture-cube.js"}
@@ -1,5 +1,4 @@
1
1
  import { isWebGL2, assertWebGL2Context, withParameters, log } from '@luma.gl/gltools';
2
- import { global } from 'probe.gl/env';
3
2
  import Resource from './resource';
4
3
  import Buffer from './buffer';
5
4
  import { TEXTURE_FORMATS, DATA_FORMAT_CHANNELS, TYPE_SIZES, isFormatSupported, isLinearFilteringSupported } from './texture-formats';
@@ -7,9 +6,13 @@ import { assert } from '../utils/assert';
7
6
  import { uid, isPowerOfTwo } from '../utils/utils';
8
7
  const NPOT_MIN_FILTERS = [9729, 9728];
9
8
 
10
- const WebGLBuffer = global.WebGLBuffer || function WebGLBuffer() {};
9
+ const WebGLBuffer = globalThis.WebGLBuffer || function WebGLBuffer() {};
11
10
 
12
11
  export default class Texture extends Resource {
12
+ get [Symbol.toStringTag]() {
13
+ return 'Texture';
14
+ }
15
+
13
16
  static isSupported(gl, opts = {}) {
14
17
  const {
15
18
  format,
@@ -282,6 +285,7 @@ export default class Texture extends Resource {
282
285
  compressed
283
286
  }));
284
287
  let gl2;
288
+ let compressedTextureSize = 0;
285
289
  withParameters(this.gl, parameters, () => {
286
290
  switch (dataType) {
287
291
  case 'null':
@@ -311,6 +315,7 @@ export default class Texture extends Resource {
311
315
  case 'compressed':
312
316
  for (const [levelIndex, levelData] of data.entries()) {
313
317
  gl.compressedTexImage2D(target, levelIndex, levelData.format, levelData.width, levelData.height, border, levelData.data);
318
+ compressedTextureSize += levelData.levelSize;
314
319
  }
315
320
 
316
321
  break;
@@ -320,7 +325,9 @@ export default class Texture extends Resource {
320
325
  }
321
326
  });
322
327
 
323
- if (data && data.byteLength) {
328
+ if (dataType === 'compressed') {
329
+ this._trackAllocatedMemory(compressedTextureSize, 'Texture');
330
+ } else if (data && data.byteLength) {
324
331
  this._trackAllocatedMemory(data.byteLength, 'Texture');
325
332
  } else {
326
333
  const channels = DATA_FORMAT_CHANNELS[this.dataFormat] || 4;