@luma.gl/webgl 9.0.0-alpha.6 → 9.0.0-alpha.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adapter/resources/webgl-render-pipeline.js +12 -0
- package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/adapter/webgl-device.d.ts +13 -7
- package/dist/adapter/webgl-device.d.ts.map +1 -1
- package/dist/adapter/webgl-device.js +76 -19
- package/dist/adapter/webgl-device.js.map +1 -1
- package/dist/classic/accessor.d.ts.map +1 -1
- package/dist/classic/accessor.js.map +1 -1
- package/dist/classic/typed-array-utils.d.ts +1 -1
- package/dist/classic/typed-array-utils.d.ts.map +1 -1
- package/dist/classic/typed-array-utils.js.map +1 -1
- package/dist/context/context/{create-context.d.ts → create-browser-context.d.ts} +1 -1
- package/dist/context/context/create-browser-context.d.ts.map +1 -0
- package/dist/context/context/{create-context.js → create-browser-context.js} +9 -3
- package/dist/context/context/create-browser-context.js.map +1 -0
- package/dist/context/context/create-headless-context.d.ts +9 -0
- package/dist/context/context/create-headless-context.d.ts.map +1 -0
- package/dist/context/context/create-headless-context.js +43 -0
- package/dist/context/context/create-headless-context.js.map +1 -0
- package/dist/context/debug/webgl-developer-tools.d.ts +1 -1
- package/dist/context/debug/webgl-developer-tools.d.ts.map +1 -1
- package/dist/context/debug/webgl-developer-tools.js +1 -1
- package/dist/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/context/polyfill/polyfill-context.js +0 -1
- package/dist/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-render-pipeline.js +12 -0
- package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/es5/adapter/webgl-device.js +91 -27
- package/dist/es5/adapter/webgl-device.js.map +1 -1
- package/dist/es5/classic/accessor.js.map +1 -1
- package/dist/es5/classic/typed-array-utils.js.map +1 -1
- package/dist/es5/context/context/{create-context.js → create-browser-context.js} +11 -3
- package/dist/es5/context/context/create-browser-context.js.map +1 -0
- package/dist/es5/context/context/create-headless-context.js +60 -0
- package/dist/es5/context/context/create-headless-context.js.map +1 -0
- package/dist/es5/context/debug/webgl-developer-tools.js +1 -1
- package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/es5/context/polyfill/polyfill-context.js +0 -1
- package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/es5/index.js +8 -0
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/types/webgl.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-render-pipeline.js +12 -0
- package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/esm/adapter/webgl-device.js +76 -19
- package/dist/esm/adapter/webgl-device.js.map +1 -1
- package/dist/esm/classic/accessor.js.map +1 -1
- package/dist/esm/classic/typed-array-utils.js.map +1 -1
- package/dist/esm/context/context/{create-context.js → create-browser-context.js} +9 -3
- package/dist/esm/context/context/create-browser-context.js.map +1 -0
- package/dist/esm/context/context/create-headless-context.js +43 -0
- package/dist/esm/context/context/create-headless-context.js.map +1 -0
- package/dist/esm/context/debug/webgl-developer-tools.js +1 -1
- package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/esm/context/polyfill/polyfill-context.js +0 -1
- package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/esm/index.js +1 -0
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/types/webgl.js.map +1 -1
- package/dist/index.d.ts +2 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/types/webgl.d.ts +1 -1
- package/dist/types/webgl.d.ts.map +1 -1
- package/dist/types/webgl.js.map +1 -1
- package/package.json +4 -7
- package/src/adapter/resources/webgl-render-pipeline.ts +5 -1
- package/src/adapter/webgl-device.ts +90 -26
- package/src/classic/accessor.ts +0 -13
- package/src/classic/typed-array-utils.ts +3 -1
- package/src/context/context/{create-context.ts → create-browser-context.ts} +6 -2
- package/src/context/context/create-headless-context.ts +48 -0
- package/src/context/debug/webgl-developer-tools.ts +2 -2
- package/src/context/polyfill/polyfill-context.ts +0 -2
- package/src/index.ts +3 -0
- package/src/types/webgl.ts +1 -1
- package/dist/context/context/create-context.d.ts.map +0 -1
- package/dist/context/context/create-context.js.map +0 -1
- package/dist/es5/context/context/create-context.js.map +0 -1
- package/dist/esm/context/context/create-context.js.map +0 -1
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{"version":3,"sources":["../../src/classic/typed-array-utils.ts"],"names":["GL","ERR_TYPE_DEDUCTION","getGLTypeFromTypedArray","arrayOrType","type","ArrayBuffer","isView","constructor","Float32Array","FLOAT","Uint16Array","UNSIGNED_SHORT","Uint32Array","UNSIGNED_INT","Uint8Array","UNSIGNED_BYTE","Uint8ClampedArray","Int8Array","BYTE","Int16Array","SHORT","Int32Array","INT","Error","getTypedArrayFromGLType","glType","options","clamped","UNSIGNED_SHORT_5_6_5","UNSIGNED_SHORT_4_4_4_4","UNSIGNED_SHORT_5_5_5_1","flipRows","data","width","height","bytesPerPixel","temp","bytesPerRow","tempBuffer","y","topOffset","bottomOffset","set","subarray","copyWithin","scalePixels","newWidth","Math","round","newHeight","newData","x","c"],"mappings":"
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{"version":3,"sources":["../../src/classic/typed-array-utils.ts"],"names":["GL","ERR_TYPE_DEDUCTION","getGLTypeFromTypedArray","arrayOrType","type","ArrayBuffer","isView","constructor","Float32Array","FLOAT","Uint16Array","UNSIGNED_SHORT","Uint32Array","UNSIGNED_INT","Uint8Array","UNSIGNED_BYTE","Uint8ClampedArray","Int8Array","BYTE","Int16Array","SHORT","Int32Array","INT","Error","getTypedArrayFromGLType","glType","options","clamped","UNSIGNED_SHORT_5_6_5","UNSIGNED_SHORT_4_4_4_4","UNSIGNED_SHORT_5_5_5_1","flipRows","data","width","height","bytesPerPixel","temp","bytesPerRow","tempBuffer","y","topOffset","bottomOffset","set","subarray","copyWithin","scalePixels","newWidth","Math","round","newHeight","newData","x","c"],"mappings":"AAGA,OAAOA,EAAP,MAAe,oBAAf;AAGA,MAAMC,kBAAkB,GAAG,+CAA3B;AAkBA,OAAO,SAASC,uBAAT,CAAiCC,WAAjC,EAAkE;AAEvE,QAAMC,IAAI,GAAGC,WAAW,CAACC,MAAZ,CAAmBH,WAAnB,IAAkCA,WAAW,CAACI,WAA9C,GAA4DJ,WAAzE;;AACA,UAAQC,IAAR;AACE,SAAKI,YAAL;AACE,aAAOR,EAAE,CAACS,KAAV;;AACF,SAAKC,WAAL;AACE,aAAOV,EAAE,CAACW,cAAV;;AACF,SAAKC,WAAL;AACE,aAAOZ,EAAE,CAACa,YAAV;;AACF,SAAKC,UAAL;AACE,aAAOd,EAAE,CAACe,aAAV;;AACF,SAAKC,iBAAL;AACE,aAAOhB,EAAE,CAACe,aAAV;;AACF,SAAKE,SAAL;AACE,aAAOjB,EAAE,CAACkB,IAAV;;AACF,SAAKC,UAAL;AACE,aAAOnB,EAAE,CAACoB,KAAV;;AACF,SAAKC,UAAL;AACE,aAAOrB,EAAE,CAACsB,GAAV;;AACF;AACE,YAAM,IAAIC,KAAJ,CAAUtB,kBAAV,CAAN;AAlBJ;AAoBD;AAUD,OAAO,SAASuB,uBAAT,CACLC,MADK,EAELC,OAFK,EAKkB;AACvB,QAAM;AAACC,IAAAA,OAAO,GAAG;AAAX,MAAmBD,OAAO,IAAI,EAApC;;AAEA,UAAQD,MAAR;AACE,SAAKzB,EAAE,CAACS,KAAR;AACE,aAAOD,YAAP;;AACF,SAAKR,EAAE,CAACW,cAAR;AACA,SAAKX,EAAE,CAAC4B,oBAAR;AACA,SAAK5B,EAAE,CAAC6B,sBAAR;AACA,SAAK7B,EAAE,CAAC8B,sBAAR;AACE,aAAOpB,WAAP;;AACF,SAAKV,EAAE,CAACa,YAAR;AACE,aAAOD,WAAP;;AACF,SAAKZ,EAAE,CAACe,aAAR;AACE,aAAOY,OAAO,GAAGX,iBAAH,GAAuBF,UAArC;;AACF,SAAKd,EAAE,CAACkB,IAAR;AACE,aAAOD,SAAP;;AACF,SAAKjB,EAAE,CAACoB,KAAR;AACE,aAAOD,UAAP;;AACF,SAAKnB,EAAE,CAACsB,GAAR;AACE,aAAOD,UAAP;;AACF;AACE,YAAM,IAAIE,KAAJ,CAAU,oDAAV,CAAN;AAnBJ;AAqBD;AAQA,OAAO,SAASQ,QAAT,CAAkBL,OAAlB,EAMC;AACP,QAAM;AAACM,IAAAA,IAAD;AAAOC,IAAAA,KAAP;AAAcC,IAAAA,MAAd;AAAsBC,IAAAA,aAAa,GAAG,CAAtC;AAAyCC,IAAAA;AAAzC,MAAiDV,OAAvD;AACA,QAAMW,WAAW,GAAGJ,KAAK,GAAGE,aAA5B;AAGA,QAAMG,UAAU,GAAGF,IAAI,IAAI,IAAItB,UAAJ,CAAeuB,WAAf,CAA3B;;AACA,OAAK,IAAIE,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGL,MAAM,GAAG,CAA7B,EAAgC,EAAEK,CAAlC,EAAqC;AACnC,UAAMC,SAAS,GAAGD,CAAC,GAAGF,WAAtB;AACA,UAAMI,YAAY,GAAG,CAACP,MAAM,GAAGK,CAAT,GAAa,CAAd,IAAmBF,WAAxC;AAEAC,IAAAA,UAAU,CAACI,GAAX,CAAeV,IAAI,CAACW,QAAL,CAAcH,SAAd,EAAyBA,SAAS,GAAGH,WAArC,CAAf;AAEAL,IAAAA,IAAI,CAACY,UAAL,CAAgBJ,SAAhB,EAA2BC,YAA3B,EAAyCA,YAAY,GAAGJ,WAAxD;AAEAL,IAAAA,IAAI,CAACU,GAAL,CAASJ,UAAT,EAAqBG,YAArB;AACD;AACF;AAGD,OAAO,SAASI,WAAT,CAAqBnB,OAArB,EAQL;AACA,QAAM;AAACM,IAAAA,IAAD;AAAOC,IAAAA,KAAP;AAAcC,IAAAA;AAAd,MAAwBR,OAA9B;AACA,QAAMoB,QAAQ,GAAGC,IAAI,CAACC,KAAL,CAAWf,KAAK,GAAG,CAAnB,CAAjB;AACA,QAAMgB,SAAS,GAAGF,IAAI,CAACC,KAAL,CAAWd,MAAM,GAAG,CAApB,CAAlB;AACA,QAAMgB,OAAO,GAAG,IAAIpC,UAAJ,CAAegC,QAAQ,GAAGG,SAAX,GAAuB,CAAtC,CAAhB;;AACA,OAAK,IAAIV,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGU,SAApB,EAA+BV,CAAC,EAAhC,EAAoC;AAClC,SAAK,IAAIY,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGL,QAApB,EAA8BK,CAAC,EAA/B,EAAmC;AACjC,WAAK,IAAIC,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAG,CAApB,EAAuBA,CAAC,EAAxB,EAA4B;AAC1BF,QAAAA,OAAO,CAAC,CAACX,CAAC,GAAGO,QAAJ,GAAeK,CAAhB,IAAqB,CAArB,GAAyBC,CAA1B,CAAP,GAAsCpB,IAAI,CAAC,CAACO,CAAC,GAAG,CAAJ,GAAQN,KAAR,GAAgBkB,CAAC,GAAG,CAArB,IAA0B,CAA1B,GAA8BC,CAA/B,CAA1C;AACD;AACF;AACF;;AACD,SAAO;AAACpB,IAAAA,IAAI,EAAEkB,OAAP;AAAgBjB,IAAAA,KAAK,EAAEa,QAAvB;AAAiCZ,IAAAA,MAAM,EAAEe;AAAzC,GAAP;AACD","sourcesContent":["// luma.gl, MIT license\n\nimport {TypedArray} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {GLType} from '../types/webgl'\n\nconst ERR_TYPE_DEDUCTION = 'Failed to deduce GL constant from typed array';\n\ntype TypedArrayConstructor =\n | Float32ArrayConstructor\n | Uint16ArrayConstructor\n | Uint32ArrayConstructor\n | Uint8ArrayConstructor\n | Uint8ClampedArrayConstructor\n | Int8ArrayConstructor\n | Int16ArrayConstructor\n | Int32ArrayConstructor;\n\n/**\n * Converts TYPED ARRAYS to corresponding GL constant\n * Used to auto deduce gl parameter types\n * @param {*} arrayOrType\n * @returns\n */\nexport function getGLTypeFromTypedArray(arrayOrType: TypedArray): GLType {\n // If typed array, look up constructor\n const type = ArrayBuffer.isView(arrayOrType) ? arrayOrType.constructor : arrayOrType;\n switch (type) {\n case Float32Array:\n return GL.FLOAT;\n case Uint16Array:\n return GL.UNSIGNED_SHORT;\n case Uint32Array:\n return GL.UNSIGNED_INT;\n case Uint8Array:\n return GL.UNSIGNED_BYTE;\n case Uint8ClampedArray:\n return GL.UNSIGNED_BYTE;\n case Int8Array:\n return GL.BYTE;\n case Int16Array:\n return GL.SHORT;\n case Int32Array:\n return GL.INT;\n default:\n throw new Error(ERR_TYPE_DEDUCTION);\n }\n}\n\n/**\n * Converts GL constant to corresponding TYPED ARRAY\n * Used to auto deduce gl parameter types\n * @param {*} glType\n * @param {*} param1\n * @returns\n */\n// eslint-disable-next-line complexity\nexport function getTypedArrayFromGLType(\n glType: any,\n options?: {\n clamped?: boolean;\n }\n): TypedArrayConstructor {\n const {clamped = true} = options || {};\n // Sorted in some order of likelihood to reduce amount of comparisons\n switch (glType) {\n case GL.FLOAT:\n return Float32Array;\n case GL.UNSIGNED_SHORT:\n case GL.UNSIGNED_SHORT_5_6_5:\n case GL.UNSIGNED_SHORT_4_4_4_4:\n case GL.UNSIGNED_SHORT_5_5_5_1:\n return Uint16Array;\n case GL.UNSIGNED_INT:\n return Uint32Array;\n case GL.UNSIGNED_BYTE:\n return clamped ? Uint8ClampedArray : Uint8Array;\n case GL.BYTE:\n return Int8Array;\n case GL.SHORT:\n return Int16Array;\n case GL.INT:\n return Int32Array;\n default:\n throw new Error('Failed to deduce typed array type from GL constant');\n }\n}\n\n/**\n * Flip rows (can be used on arrays returned from `Framebuffer.readPixels`)\n * https: *stackoverflow.com/questions/41969562/\n * how-can-i-flip-the-result-of-webglrenderingcontext-readpixels\n * @param {*} param0\n */\n export function flipRows(options: {\n data: any;\n width: any;\n height: any;\n bytesPerPixel?: number;\n temp?: any;\n}): void {\n const {data, width, height, bytesPerPixel = 4, temp} = options;\n const bytesPerRow = width * bytesPerPixel;\n\n // make a temp buffer to hold one row\n const tempBuffer = temp || new Uint8Array(bytesPerRow);\n for (let y = 0; y < height / 2; ++y) {\n const topOffset = y * bytesPerRow;\n const bottomOffset = (height - y - 1) * bytesPerRow;\n // make copy of a row on the top half\n tempBuffer.set(data.subarray(topOffset, topOffset + bytesPerRow));\n // copy a row from the bottom half to the top\n data.copyWithin(topOffset, bottomOffset, bottomOffset + bytesPerRow);\n // copy the copy of the top half row to the bottom half\n data.set(tempBuffer, bottomOffset);\n }\n}\n\n\nexport function scalePixels(options: {\n data: any;\n width: any;\n height: any;\n}): {\n data: Uint8Array;\n width: number;\n height: number;\n} {\n const {data, width, height} = options;\n const newWidth = Math.round(width / 2);\n const newHeight = Math.round(height / 2);\n const newData = new Uint8Array(newWidth * newHeight * 4);\n for (let y = 0; y < newHeight; y++) {\n for (let x = 0; x < newWidth; x++) {\n for (let c = 0; c < 4; c++) {\n newData[(y * newWidth + x) * 4 + c] = data[(y * 2 * width + x * 2) * 4 + c];\n }\n }\n }\n return {data: newData, width: newWidth, height: newHeight};\n}\n"],"file":"typed-array-utils.js"}
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export declare function createBrowserContext(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): WebGLRenderingContext;
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export {};
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{"version":3,"file":"create-browser-context.d.ts","sourceRoot":"","sources":["../../../src/context/context/create-browser-context.ts"],"names":[],"mappings":";AAEA;;;;;;;;;;;;;;;;EAgBE;AACF,aAAK,YAAY,GAAG;IAClB,IAAI,CAAC,EAAE,OAAO,GAAG,QAAQ,GAAG,QAAQ,GAAG,MAAM,CAAC;IAC9C,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,MAAM,CAAC,EAAE,OAAO,CAAC;IACjB,aAAa,CAAC,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,CAAC;IACvC,iBAAiB,CAAC,EAAE,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,CAAC;IAC3C,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,cAAc,CAAC,EAAE,OAAO,CAAC;IACzB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,4BAA4B,CAAC,EAAE,OAAO,CAAC;IACvC,eAAe,CAAC,EAAE,SAAS,GAAI,kBAAkB,GAAG,WAAW,CAAC;IAChE,kBAAkB,CAAC,EAAE,OAAO,CAAC;IAC7B,qBAAqB,CAAC,EAAE,OAAO,CAAA;CAChC,CAAC;AAUF;;;;GAIG;AACF,wBAAgB,oBAAoB,CAAC,MAAM,EAAE,iBAAiB,GAAG,eAAe,EAAE,KAAK,EAAE,YAAY,GAAG,qBAAqB,CAiD7H"}
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{"version":3,"sources":["../../../src/context/context/create-browser-context.ts"],"names":["DEFAULT_CONTEXT_PROPS","webgl2","webgl1","powerPreference","onContextLost","console","error","onContextRestored","info","createBrowserContext","canvas","props","errorMessage","onCreateError","statusMessage","addEventListener","gl","type","getContext","removeEventListener","Error","event"],"mappings":"AAmCA,MAAMA,qBAAmC,GAAG;AAC1CC,EAAAA,MAAM,EAAE,IADkC;AAE1CC,EAAAA,MAAM,EAAE,IAFkC;AAG1CC,EAAAA,eAAe,EAAE,kBAHyB;AAI1CC,EAAAA,aAAa,EAAE,MAAMC,OAAO,CAACC,KAAR,CAAc,oBAAd,CAJqB;AAK1CC,EAAAA,iBAAiB,EAAE,MAAMF,OAAO,CAACG,IAAR,CAAa,wBAAb;AALiB,CAA5C;AAaC,OAAO,SAASC,oBAAT,CAA8BC,MAA9B,EAA2EC,KAA3E,EAAuH;AAC5HA,EAAAA,KAAK,GAAG,EAAC,GAAGX,qBAAJ;AAA2B,OAAGW;AAA9B,GAAR;AAGD,MAAIC,YAAY,GAAG,IAAnB;;AACA,QAAMC,aAAa,GAAIP,KAAD,IAAYM,YAAY,GAAGN,KAAK,CAACQ,aAAN,IAAuBF,YAAxE;;AACAF,EAAAA,MAAM,CAACK,gBAAP,CAAwB,2BAAxB,EAAqDF,aAArD,EAAoE,KAApE;AAGA,MAAIG,EAAgC,GAAG,IAAvC;;AAEA,MAAIL,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWT,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AACD,MAAIS,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWV,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AAGD,MAAIU,KAAK,CAACV,MAAV,EAAkB;AAChBe,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,QAAlB,EAA4BP,KAA5B,CAAX;AACD;;AACD,MAAIA,KAAK,CAACT,MAAV,EAAkB;AAChBc,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,OAAlB,EAA2BP,KAA3B,CAAX;AACD;;AAGDD,EAAAA,MAAM,CAACS,mBAAP,CAA2B,2BAA3B,EAAwDN,aAAxD,EAAuE,KAAvE;;AAEA,MAAI,CAACG,EAAL,EAAS;AACP,UAAM,IAAII,KAAJ,4BACgBT,KAAK,CAACV,MAAN,IAAgB,CAACU,KAAK,CAACT,MAAvB,GAAgC,QAAhC,GAA2C,OAD3D,uBAEFU,YAAY,IAAI,eAFd,EAAN;AAKD;;AAED,MAAID,KAAK,CAACP,aAAV,EAAyB;AAEvB,UAAM;AAACA,MAAAA;AAAD,QAAkBO,KAAxB;AACAD,IAAAA,MAAM,CAACK,gBAAP,CAAwB,kBAAxB,EAA4CM,KAAD,IAAkBjB,aAAa,CAACiB,KAAD,CAA1E,EAAmF,KAAnF;AACD;;AACD,MAAIV,KAAK,CAACJ,iBAAV,EAA6B;AAE3B,UAAM;AAACA,MAAAA;AAAD,QAAsBI,KAA5B;AACAD,IAAAA,MAAM,CAACK,gBAAP,CAAwB,sBAAxB,EAAiDM,KAAD,IAAkBd,iBAAiB,CAACc,KAAD,CAAnF,EAA4F,KAA5F;AACD;;AAED,SAAOL,EAAP;AACD","sourcesContent":["// luma.gl, MIT license\n\n/**\n * ContextProps\n* @param webgl2 Set to false to not create a WebGL2 context (force webgl1)\n* @param webgl1 set to false to not create a WebGL1 context (fail if webgl2 not available)\n* @param onContextLost\n* @param onContextRestored\n*\n* BROWSER CONTEXT PARAMETERS\n* @param debug Instrument context (at the expense of performance).\n* @param alpha Default render target has an alpha buffer.\n* @param depth Default render target has a depth buffer of at least 16 bits.\n* @param stencil Default render target has a stencil buffer of at least 8 bits.\n* @param antialias Boolean that indicates whether or not to perform anti-aliasing.\n* @param premultipliedAlpha Boolean that indicates that the page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n* @param preserveDrawingBuffer Default render target buffers will not be automatically cleared and will preserve their values until cleared or overwritten\n* @param failIfMajorPerformanceCaveat Do not create if the system performance is low.\n*/\ntype ContextProps = {\n type?: 'webgl' | 'webgl1' | 'webgl2' | string;\n webgl1?: boolean;\n webgl2?: boolean;\n onContextLost?: (event: Event) => void;\n onContextRestored?: (event: Event) => void;\n alpha?: boolean; // indicates if the canvas contains an alpha buffer.\n desynchronized?: boolean; // hints the user agent to reduce the latency by desynchronizing the canvas paint cycle from the event loop\n antialias?: boolean; // indicates whether or not to perform anti-aliasing.\n depth?: boolean; // indicates that the drawing buffer has a depth buffer of at least 16 bits.\n failIfMajorPerformanceCaveat?: boolean, // indicates if a context will be created if the system performance is low or if no hardware GPU is available.\n powerPreference?: 'default' | 'high-performance' | 'low-power',\n premultipliedAlpha?: boolean, // page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n preserveDrawingBuffer?: boolean // buffers will not be cleared and will preserve their values until cleared or overwritten by the author.\n};\n\nconst DEFAULT_CONTEXT_PROPS: ContextProps = {\n webgl2: true, // Attempt to create a WebGL2 context\n webgl1: true, // Attempt to create a WebGL1 context (false to fail if webgl2 not available)\n powerPreference: 'high-performance', // After all, most apps are using WebGL for performance reasons\n onContextLost: () => console.error('WebGL context lost'),\n onContextRestored: () => console.info('WebGL context restored'),\n};\n\n/**\n * Create a WebGL context for a canvas\n * Note calling this multiple time on the same canvas does return the same context\n* @param canvas A canvas element or offscreen canvas\n */\n export function createBrowserContext(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): WebGLRenderingContext {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n // Create the desired context\n let gl: WebGLRenderingContext | null = null;\n\n if (props.type === 'webgl2') {\n props = {...props, webgl1: false};\n }\n if (props.type === 'webgl1') {\n props = {...props, webgl2: false};\n }\n\n // Prefer webgl2 over webgl1 if both are acceptable\n if (props.webgl2) {\n gl = gl || canvas.getContext('webgl2', props) as WebGL2RenderingContext | null;\n }\n if (props.webgl1) {\n gl = gl || canvas.getContext('webgl', props) as WebGLRenderingContext | null;\n }\n\n // TODO are we removing this listener before giving it a chance to fire?\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n if (!gl) {\n throw new Error(\n `Failed to create ${props.webgl2 && !props.webgl1 ? 'WebGL2' : 'WebGL'} context: ${\n errorMessage || 'Unknown error'\n }`\n );\n }\n\n if (props.onContextLost) {\n // Carefully extract and wrap callbacks to prevent addEventListener from rebinding them.\n const {onContextLost} = props;\n canvas.addEventListener('webglcontextlost',(event: Event) => onContextLost(event), false);\n }\n if (props.onContextRestored) {\n // Carefully extract and wrap callbacks to prevent addEventListener from rebinding them.\n const {onContextRestored} = props;\n canvas.addEventListener('webglcontextrestored', (event: Event) => onContextRestored(event), false);\n }\n\n return gl;\n}\n\n/* TODO - can we call this asynchronously to catch the error events?\nexport async function createBrowserContextAsync(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): Promise<WebGLRenderingContext> {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n const gl = createBrowserContext(canvas, props);\n\n // Give the listener a chance to fire\n await new Promise(resolve => setTimeout(resolve, 0));\n\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n return gl;\n}\n*/\n"],"file":"create-browser-context.js"}
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/** Duck typing for the main headless gl export, a function to create contexts */
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export declare type HeadlessGL = (width: number, height: number, options: Record<string, unknown>) => WebGLRenderingContext;
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/** By importing `gl` and registering it with this function, contexts can be created under Node.js */
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export declare function registerHeadlessGL(headlessgl: HeadlessGL): void;
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/** @returns true if headless gl is registered */
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export declare function isHeadlessGLRegistered(): boolean;
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/** Create headless gl context (for running under Node.js) */
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export declare function createHeadlessContext(options?: Record<string, any>): WebGLRenderingContext;
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{"version":3,"file":"create-headless-context.d.ts","sourceRoot":"","sources":["../../../src/context/context/create-headless-context.ts"],"names":[],"mappings":"AAeA,iFAAiF;AACjF,oBAAY,UAAU,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,KAAK,qBAAqB,CAAC;AAIpH,qGAAqG;AACrG,wBAAgB,kBAAkB,CAAC,UAAU,EAAE,UAAU,QAExD;AAED,iDAAiD;AACjD,wBAAgB,sBAAsB,IAAI,OAAO,CAEhD;AAED,6DAA6D;AAC7D,wBAAgB,qBAAqB,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,qBAAqB,CAgB1F"}
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const ERR_HEADLESSGL_FAILED = 'Failed to create WebGL context in Node.js, headless gl returned null';
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const ERR_HEADLESSGL_LOAD = " luma.gl: loaded under Node.js without headless gl installed, meaning that WebGL contexts can not be created. This may not be an error. For example, this is a typical configuration for isorender applications running on the server.";
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const CONTEXT_DEFAULTS = {
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width: 1,
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height: 1,
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debug: true,
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throwOnError: false
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};
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let headlessGL = null;
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export function registerHeadlessGL(headlessgl) {
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headlessGL = headlessgl;
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}
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export function isHeadlessGLRegistered() {
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return headlessGL !== null;
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}
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export function createHeadlessContext(options) {
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options = { ...CONTEXT_DEFAULTS,
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...options
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};
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const {
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width,
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height,
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webgl1,
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webgl2
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}
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{"version":3,"sources":["../../../src/context/context/create-headless-context.ts"],"names":["ERR_HEADLESSGL_FAILED","ERR_HEADLESSGL_LOAD","CONTEXT_DEFAULTS","width","height","debug","throwOnError","headlessGL","registerHeadlessGL","headlessgl","isHeadlessGLRegistered","createHeadlessContext","options","webgl1","webgl2","Error","gl"],"mappings":"AAAA,MAAMA,qBAAqB,GACzB,sEADF;AAGA,MAAMC,mBAAmB,gPAAzB;AAKA,MAAMC,gBAAgB,GAAG;AACvBC,EAAAA,KAAK,EAAE,CADgB;AAEvBC,EAAAA,MAAM,EAAE,CAFe;AAGvBC,EAAAA,KAAK,EAAE,IAHgB;AAIvBC,EAAAA,YAAY,EAAE;AAJS,CAAzB;AAUA,IAAIC,UAA6B,GAAG,IAApC;AAGA,OAAO,SAASC,kBAAT,CAA4BC,UAA5B,EAAoD;AACzDF,EAAAA,UAAU,GAAGE,UAAb;AACD;AAGD,OAAO,SAASC,sBAAT,GAA2C;AAChD,SAAOH,UAAU,KAAK,IAAtB;AACD;AAGD,OAAO,SAASI,qBAAT,CAA+BC,OAA/B,EAAqF;AAC1FA,EAAAA,OAAO,GAAG,EAAC,GAAGV,gBAAJ;AAAsB,OAAGU;AAAzB,GAAV;AAEA,QAAM;AAACT,IAAAA,KAAD;AAAQC,IAAAA,MAAR;AAAgBS,IAAAA,MAAhB;AAAwBC,IAAAA;AAAxB,MAAkCF,OAAxC;;AAEA,MAAIE,MAAM,IAAI,CAACD,MAAf,EAAuB;AACrB,UAAM,IAAIE,KAAJ,CAAU,qCAAV,CAAN;AACD;;AACD,MAAI,CAACR,UAAL,EAAiB;AACf,UAAM,IAAIQ,KAAJ,CAAUd,mBAAV,CAAN;AACD;;AACD,QAAMe,EAAE,GAAGT,UAAU,CAACJ,KAAD,EAAQC,MAAR,EAAgBQ,OAAhB,CAArB;;AACA,MAAI,CAACI,EAAL,EAAS;AACP,UAAM,IAAID,KAAJ,CAAUf,qBAAV,CAAN;AACD;;AACD,SAAOgB,EAAP;AACD","sourcesContent":["const ERR_HEADLESSGL_FAILED =\n 'Failed to create WebGL context in Node.js, headless gl returned null';\n\nconst ERR_HEADLESSGL_LOAD = `\\\n luma.gl: loaded under Node.js without headless gl installed, meaning that WebGL \\\n contexts can not be created. This may not be an error. For example, this is a \\\n typical configuration for isorender applications running on the server.`;\n\nconst CONTEXT_DEFAULTS = {\n width: 1,\n height: 1,\n debug: true,\n throwOnError: false\n};\n\n/** Duck typing for the main headless gl export, a function to create contexts */\nexport type HeadlessGL = (width: number, height: number, options: Record<string, unknown>) => WebGLRenderingContext;\n\nlet headlessGL: HeadlessGL | null = null; \n\n/** By importing `gl` and registering it with this function, contexts can be created under Node.js */\nexport function registerHeadlessGL(headlessgl: HeadlessGL) {\n headlessGL = headlessgl;\n}\n\n/** @returns true if headless gl is registered */\nexport function isHeadlessGLRegistered(): boolean {\n return headlessGL !== null;\n}\n\n/** Create headless gl context (for running under Node.js) */\nexport function createHeadlessContext(options?: Record<string, any>): WebGLRenderingContext {\n options = {...CONTEXT_DEFAULTS, ...options};\n\n const {width, height, webgl1, webgl2} = options;\n\n if (webgl2 && !webgl1) {\n throw new Error('headless-gl does not support WebGL2');\n }\n if (!headlessGL) {\n throw new Error(ERR_HEADLESSGL_LOAD);\n }\n const gl = headlessGL(width, height, options);\n if (!gl) {\n throw new Error(ERR_HEADLESSGL_FAILED);\n }\n return gl;\n}\n"],"file":"create-headless-context.js"}
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* @see https://github.com/vorg/webgl-debug
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export declare function loadWebGLDeveloperTools(): Promise<void>;
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export declare function makeDebugContext(gl: WebGLRenderingContext, props?: DebugContextProps): WebGLRenderingContext;
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export declare function makeDebugContext(gl: WebGLRenderingContext, props?: DebugContextProps): WebGLRenderingContext | null;
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{"version":3,"file":"webgl-developer-tools.d.ts","sourceRoot":"","sources":["../../../src/context/debug/webgl-developer-tools.ts"],"names":[],"mappings":"AAMA,aAAK,iBAAiB,GAAG;IACvB,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,KAAK,CAAC,EAAE,MAAM,EAAE,CAAC;IACjB,MAAM,CAAC,EAAE,OAAO,CAAC;CAClB,CAAC;AAeF,OAAO,CAAC,MAAM,CAAC;IACb,IAAI,eAAe,EAAE,GAAG,CAAC;CAC1B;AAED;;;;;GAKG;AACH,wBAAsB,uBAAuB,IAAI,OAAO,CAAC,IAAI,CAAC,CAQ7D;AAID,wBAAgB,gBAAgB,CAAC,EAAE,EAAE,qBAAqB,EAAE,KAAK,GAAE,iBAAsB,GAAG,qBAAqB,GAAG,IAAI,CAOvH"}
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-
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@@ -1 +1 @@
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only supports a subset of WebGL2\n return gl as WebGL2RenderingContext;\n}\n\nfunction initializeExtensions(gl: WebGLRenderingContext): void {\n const contextState = getContextState(gl);\n // `getSupportedExtensions` can return null when context is lost.\n const EXTENSIONS = gl.getSupportedExtensions() || [];\n for (const extensionName of EXTENSIONS) {\n const extension = gl.getExtension(extensionName);\n contextState._extensions[extensionName] = extension;\n }\n}\n\nfunction installPolyfills(gl: WebGLRenderingContext, polyfills): void {\n const contextState = getContextState(gl);\n for (const extension of Object.getOwnPropertyNames(polyfills)) {\n if (extension !== 'overrides') {\n polyfillExtension(gl, {extension, target: contextState, target2: gl});\n }\n }\n}\n\n/** Polyfills a single WebGL extension into the `target` object */\nfunction polyfillExtension(gl: WebGLRenderingContext, {extension, target, target2}): void {\n const defaults = WEBGL2_CONTEXT_POLYFILLS[extension];\n assert(defaults);\n\n const {meta = {}} = defaults;\n const {suffix = ''} = meta;\n\n const ext = gl.getExtension(extension);\n\n for (const key of Object.keys(defaults)) {\n const extKey = `${key}${suffix}`;\n\n let polyfill: Function | null = null;\n if (key === 'meta') {\n // ignore\n } else if (typeof gl[key] === 'function') {\n // WebGL2 implementation is already\n } else if (ext && typeof ext[extKey] === 'function') {\n // pick extension implementation,if available\n polyfill = (...args) => ext[extKey](...args);\n } else if (typeof defaults[key] === 'function') {\n // pick the mock implementation, if no implementation was detected\n polyfill = defaults[key].bind(target);\n }\n\n if (polyfill) {\n target[key] = polyfill;\n target2[key] = polyfill;\n }\n }\n}\n\n/** Install simple overrides (mostly get* functions) */\nfunction installOverrides(gl, {target, target2}) {\n Object.keys(WEBGL2_CONTEXT_OVERRIDES).forEach((key) => {\n if (typeof WEBGL2_CONTEXT_OVERRIDES[key] === 'function') {\n // install an override, if no implementation was detected\n const originalFunc = gl[key] ? gl[key].bind(gl) : () => {};\n const polyfill = WEBGL2_CONTEXT_OVERRIDES[key].bind(null, gl, originalFunc);\n target[key] = polyfill;\n target2[key] = polyfill;\n }\n });\n}\n"],"file":"polyfill-context.js"}
|
|
@@ -447,12 +447,18 @@ function getDrawMode(topology) {
|
|
|
447
447
|
case 'line-strip':
|
|
448
448
|
return _constants.default.LINE_STRIP;
|
|
449
449
|
|
|
450
|
+
case 'line-loop':
|
|
451
|
+
return _constants.default.LINE_LOOP;
|
|
452
|
+
|
|
450
453
|
case 'triangle-list':
|
|
451
454
|
return _constants.default.TRIANGLES;
|
|
452
455
|
|
|
453
456
|
case 'triangle-strip':
|
|
454
457
|
return _constants.default.TRIANGLE_STRIP;
|
|
455
458
|
|
|
459
|
+
case 'triangle-fan':
|
|
460
|
+
return _constants.default.TRIANGLE_FAN;
|
|
461
|
+
|
|
456
462
|
default:
|
|
457
463
|
throw new Error(topology);
|
|
458
464
|
}
|
|
@@ -469,12 +475,18 @@ function getGLPrimitive(topology) {
|
|
|
469
475
|
case 'line-strip':
|
|
470
476
|
return _constants.default.LINES;
|
|
471
477
|
|
|
478
|
+
case 'line-loop':
|
|
479
|
+
return _constants.default.LINES;
|
|
480
|
+
|
|
472
481
|
case 'triangle-list':
|
|
473
482
|
return _constants.default.TRIANGLES;
|
|
474
483
|
|
|
475
484
|
case 'triangle-strip':
|
|
476
485
|
return _constants.default.TRIANGLES;
|
|
477
486
|
|
|
487
|
+
case 'triangle-fan':
|
|
488
|
+
return _constants.default.TRIANGLES;
|
|
489
|
+
|
|
478
490
|
default:
|
|
479
491
|
throw new Error(topology);
|
|
480
492
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? 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Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\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.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\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 // PRIVATE METHODS\n\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 */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.TRIANGLES | GL.TRIANGLE_STRIP {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\nfunction getAttributesByLocation(\n attributes: Record<string, Buffer>,\n layout: ShaderLayout\n): Record<number, Buffer> {\n const byLocation: Record<number, Buffer> = {};\n for (const [name, buffer] of Object.entries(attributes)) {\n const attribute = getAttributeLayout(layout, name);\n if (attribute) {\n byLocation[attribute.location] = buffer;\n }\n }\n return byLocation;\n}\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return binding;\n}\n"],"file":"webgl-render-pipeline.js"}
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1
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Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;\n const isInstanced: boolean = Number(options.instanceCount) > 0;\n\n // Avoid WebGL draw call when not rendering any data or values are incomplete\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 if (!this._areTexturesRenderable() || options.vertexCount === 0) {\n // (isInstanced && instanceCount === 0)\n return false;\n }\n\n this.device.gl.useProgram(this.handle);\n\n this.vertexArrayObject.bind(() => {\n const primitiveMode = getGLPrimitive(this.props.topology);\n const transformFeedback: any = null;\n if (transformFeedback) {\n transformFeedback.begin(primitiveMode);\n }\n\n // We have to apply bindings before every draw call since other draw calls will overwrite\n this._applyBindings();\n this._applyUniforms();\n\n // TODO - double context push/pop\n withDeviceParameters(this.device, this.props.parameters, () => {\n withGLParameters(this.device, {framebuffer: renderPass.props.framebuffer}, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\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.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\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 // PRIVATE METHODS\n\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 */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.LINE_LOOP | GL.TRIANGLES | GL.TRIANGLE_STRIP | GL.TRIANGLE_FAN {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'line-loop': return GL.LINE_LOOP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n case 'triangle-fan': return GL.TRIANGLE_FAN;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'line-loop': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n case 'triangle-fan': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\nfunction getAttributesByLocation(\n attributes: Record<string, Buffer>,\n layout: ShaderLayout\n): Record<number, Buffer> {\n const byLocation: Record<number, Buffer> = {};\n for (const [name, buffer] of Object.entries(attributes)) {\n const attribute = getAttributeLayout(layout, name);\n if (attribute) {\n byLocation[attribute.location] = buffer;\n }\n }\n return byLocation;\n}\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return binding;\n}\n"],"file":"webgl-render-pipeline.js"}
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