@deck.gl/core
Version:
deck.gl core library
105 lines • 7.46 kB
TypeScript
import { Matrix4 } from '@math.gl/core';
import type { Texture } from '@luma.gl/core';
import type { ProjectProps } from "../project/viewport-uniforms.js";
export type ShadowModuleProps = {
project: ProjectProps;
shadowEnabled?: boolean;
drawToShadowMap?: boolean;
shadowMaps?: Texture[];
dummyShadowMap: Texture;
shadowColor?: NumberArray4;
shadowMatrices?: Matrix4[];
shadowLightId?: number;
};
type ShadowModuleUniforms = {
drawShadowMap: boolean;
useShadowMap: boolean;
color?: NumberArray4;
lightId?: number;
lightCount?: number;
viewProjectionMatrix0?: NumberArray16;
viewProjectionMatrix1?: NumberArray16;
projectCenter0?: NumberArray4;
projectCenter1?: NumberArray4;
};
type ShadowModuleBindings = {
shadow_uShadowMap0: Texture;
shadow_uShadowMap1: Texture;
};
declare function createShadowUniforms(opts: Partial<ShadowModuleProps>): ShadowModuleBindings & ShadowModuleUniforms;
declare const _default: {
readonly name: "shadow";
readonly dependencies: [{
readonly name: "project";
readonly dependencies: [{
name: string;
vs: string;
}, {
readonly name: "geometry";
readonly source: "const SMOOTH_EDGE_RADIUS: f32 = 0.5;\n\nstruct VertexGeometry {\n position: vec4<f32>,\n worldPosition: vec3<f32>,\n worldPositionAlt: vec3<f32>,\n normal: vec3<f32>,\n uv: vec2<f32>,\n pickingColor: vec3<f32>,\n};\n\nvar<private> geometry_: VertexGeometry = VertexGeometry(\n vec4<f32>(0.0, 0.0, 1.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec2<f32>(0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0)\n);\n\nstruct FragmentGeometry {\n uv: vec2<f32>,\n};\n\nvar<private> fragmentGeometry: FragmentGeometry;\n\nfn smoothedge(edge: f32, x: f32) -> f32 {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n";
readonly vs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct VertexGeometry {\n vec4 position;\n vec3 worldPosition;\n vec3 worldPositionAlt;\n vec3 normal;\n vec2 uv;\n vec3 pickingColor;\n} geometry = VertexGeometry(\n vec4(0.0, 0.0, 1.0, 0.0),\n vec3(0.0),\n vec3(0.0),\n vec3(0.0),\n vec2(0.0),\n vec3(0.0)\n);\n";
readonly fs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct FragmentGeometry {\n vec2 uv;\n} geometry;\n\nfloat smoothedge(float edge, float x) {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n";
}];
readonly source: string;
readonly vs: string;
readonly getUniforms: (opts?: ProjectProps | {}) => {};
readonly uniformTypes: {
readonly wrapLongitude: "f32";
readonly coordinateSystem: "i32";
readonly commonUnitsPerMeter: "vec3<f32>";
readonly projectionMode: "i32";
readonly scale: "f32";
readonly commonUnitsPerWorldUnit: "vec3<f32>";
readonly commonUnitsPerWorldUnit2: "vec3<f32>";
readonly center: "vec4<f32>";
readonly modelMatrix: "mat4x4<f32>";
readonly viewProjectionMatrix: "mat4x4<f32>";
readonly viewportSize: "vec2<f32>";
readonly devicePixelRatio: "f32";
readonly focalDistance: "f32";
readonly cameraPosition: "vec3<f32>";
readonly coordinateOrigin: "vec3<f32>";
readonly commonOrigin: "vec3<f32>";
readonly pseudoMeters: "f32";
};
}];
readonly vs: "\n\nuniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\n\nout vec3 shadow_vPosition[max_lights];\n\nvec4 shadow_setVertexPosition(vec4 position_commonspace) {\n mat4 viewProjectionMatrices[max_lights];\n viewProjectionMatrices[0] = shadow.viewProjectionMatrix0;\n viewProjectionMatrices[1] = shadow.viewProjectionMatrix1;\n vec4 projectCenters[max_lights];\n projectCenters[0] = shadow.projectCenter0;\n projectCenters[1] = shadow.projectCenter1;\n\n if (shadow.drawShadowMap) {\n return project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[shadow.lightId], projectCenters[shadow.lightId]);\n }\n if (shadow.useShadowMap) {\n for (int i = 0; i < max_lights; i++) {\n if(i < int(shadow.lightCount)) {\n vec4 shadowMap_position = project_common_position_to_clipspace(position_commonspace, viewProjectionMatrices[i], projectCenters[i]);\n shadow_vPosition[i] = (shadowMap_position.xyz / shadowMap_position.w + 1.0) / 2.0;\n }\n }\n }\n return gl_Position;\n}\n\n";
readonly fs: "\n\nuniform shadowUniforms {\n bool drawShadowMap;\n bool useShadowMap;\n vec4 color;\n highp int lightId;\n float lightCount;\n mat4 viewProjectionMatrix0;\n mat4 viewProjectionMatrix1;\n vec4 projectCenter0;\n vec4 projectCenter1;\n} shadow;\n\n\nconst int max_lights = 2;\nuniform sampler2D shadow_uShadowMap0;\nuniform sampler2D shadow_uShadowMap1;\n\nin vec3 shadow_vPosition[max_lights];\n\nconst vec4 bitPackShift = vec4(1.0, 255.0, 65025.0, 16581375.0);\nconst vec4 bitUnpackShift = 1.0 / bitPackShift;\nconst vec4 bitMask = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n\nfloat shadow_getShadowWeight(vec3 position, sampler2D shadowMap) {\n vec4 rgbaDepth = texture(shadowMap, position.xy);\n\n float z = dot(rgbaDepth, bitUnpackShift);\n return smoothstep(0.001, 0.01, position.z - z);\n}\n\nvec4 shadow_filterShadowColor(vec4 color) {\n if (shadow.drawShadowMap) {\n vec4 rgbaDepth = fract(gl_FragCoord.z * bitPackShift);\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n return rgbaDepth;\n }\n if (shadow.useShadowMap) {\n float shadowAlpha = 0.0;\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[0], shadow_uShadowMap0);\n if(shadow.lightCount > 1.0) {\n shadowAlpha += shadow_getShadowWeight(shadow_vPosition[1], shadow_uShadowMap1);\n }\n shadowAlpha *= shadow.color.a / shadow.lightCount;\n float blendedAlpha = shadowAlpha + color.a * (1.0 - shadowAlpha);\n\n return vec4(\n mix(color.rgb, shadow.color.rgb, shadowAlpha / blendedAlpha),\n blendedAlpha\n );\n }\n return color;\n}\n\n";
readonly inject: {
readonly 'vs:DECKGL_FILTER_GL_POSITION': "\n position = shadow_setVertexPosition(geometry.position);\n ";
readonly 'fs:DECKGL_FILTER_COLOR': "\n color = shadow_filterShadowColor(color);\n ";
};
readonly getUniforms: typeof createShadowUniforms;
readonly uniformTypes: {
readonly drawShadowMap: "f32";
readonly useShadowMap: "f32";
readonly color: "vec4<f32>";
readonly lightId: "i32";
readonly lightCount: "f32";
readonly viewProjectionMatrix0: "mat4x4<f32>";
readonly viewProjectionMatrix1: "mat4x4<f32>";
readonly projectCenter0: "vec4<f32>";
readonly projectCenter1: "vec4<f32>";
};
};
export default _default;
type NumberArray4 = [number, number, number, number];
type NumberArray16 = [
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number,
number
];
//# sourceMappingURL=shadow.d.ts.map