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@luma.gl/engine

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3D Engine Components for luma.gl

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import type { PickingProps, PickingUniforms } from "./picking-uniforms.js"; /** * Provides support for color-coding-based picking and highlighting. * In particular, supports picking a specific instance in an instanced * draw call and highlighting an instance based on its picking color, * and correspondingly, supports picking and highlighting groups of * primitives with the same picking color in non-instanced draw-calls */ export declare const picking: { readonly name: "picking"; readonly source: "struct pickingUniforms {\n isActive: int32;\n indexMode: int32;\n batchIndex: int32;\n\n isHighlightActive: int32;\n highlightedBatchIndex: int32;\n highlightedObjectIndex: int32;\n highlightColor: vec4<f32>;\n} picking;\n\n"; readonly vs: "precision highp float;\nprecision highp int;\n\nuniform pickingUniforms {\n int isActive;\n int indexMode;\n int batchIndex;\n\n int isHighlightActive;\n int highlightedBatchIndex;\n int highlightedObjectIndex;\n vec4 highlightColor;\n} picking;\n\nout vec4 picking_vRGBcolor_Avalid;\n\n// Normalize unsigned byte color to 0-1 range\nvec3 picking_normalizeColor(vec3 color) {\n return picking.useFloatColors > 0.5 ? color : color / 255.0;\n}\n\n// Normalize unsigned byte color to 0-1 range\nvec4 picking_normalizeColor(vec4 color) {\n return picking.useFloatColors > 0.5 ? color : color / 255.0;\n}\n\nbool picking_isColorZero(vec3 color) {\n return dot(color, vec3(1.0)) < 0.00001;\n}\n\nbool picking_isColorValid(vec3 color) {\n return dot(color, vec3(1.0)) > 0.00001;\n}\n\n// Check if this vertex is highlighted \nbool isVertexHighlighted(vec3 vertexColor) {\n vec3 highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);\n return\n bool(picking.isHighlightActive) && picking_isColorZero(abs(vertexColor - highlightedObjectColor));\n}\n\n// Set the current picking color\nvoid picking_setPickingColor(vec3 pickingColor) {\n pickingColor = picking_normalizeColor(pickingColor);\n\n if (bool(picking.isActive)) {\n // Use alpha as the validity flag. If pickingColor is [0, 0, 0] fragment is non-pickable\n picking_vRGBcolor_Avalid.a = float(picking_isColorValid(pickingColor));\n\n if (!bool(picking.isAttribute)) {\n // Stores the picking color so that the fragment shader can render it during picking\n picking_vRGBcolor_Avalid.rgb = pickingColor;\n }\n } else {\n // Do the comparison with selected item color in vertex shader as it should mean fewer compares\n picking_vRGBcolor_Avalid.a = float(isVertexHighlighted(pickingColor));\n }\n}\n\nvoid picking_setObjectIndex(uint objectIndex) {\n if (bool(picking.isActive)) {\n uint index = objectIndex;\n if (picking.indexMode == PICKING_INDEX_MODE_INSTANCE) {\n index = uint(gl_InstanceID);\n }\n picking_vRGBcolor_Avalid.r = float(index % 255) / 255.0;\n picking_vRGBcolor_Avalid.g = float((index / 255) % 255) / 255.0;\n picking_vRGBcolor_Avalid.b = float((index / 255 / 255) %255) / 255.0;\n }\n}\n\nvoid picking_setPickingAttribute(float value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.r = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec2 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rg = value;\n }\n}\n\nvoid picking_setPickingAttribute(vec3 value) {\n if (bool(picking.isAttribute)) {\n picking_vRGBcolor_Avalid.rgb = value;\n }\n}\n"; readonly fs: "precision highp float;\nprecision highp int;\n\nuniform pickingUniforms {\n int isActive;\n int indexMode;\n int batchIndex;\n\n int isHighlightActive;\n int highlightedBatchIndex;\n int highlightedObjectIndex;\n vec4 highlightColor;\n} picking;\n\n\nin vec4 picking_vRGBcolor_Avalid;\n\n/*\n * Returns highlight color if this item is selected.\n */\nvec4 picking_filterHighlightColor(vec4 color) {\n // If we are still picking, we don't highlight\n if (picking.isActive > 0.5) {\n return color;\n }\n\n bool selected = bool(picking_vRGBcolor_Avalid.a);\n\n if (selected) {\n // Blend in highlight color based on its alpha value\n float highLightAlpha = picking.highlightColor.a;\n float blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n float highLightRatio = highLightAlpha / blendedAlpha;\n\n vec3 blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);\n return vec4(blendedRGB, blendedAlpha);\n } else {\n return color;\n }\n}\n\n/*\n * Returns picking color if picking enabled else unmodified argument.\n */\nvec4 picking_filterPickingColor(vec4 color) {\n if (bool(picking.isActive)) {\n if (picking_vRGBcolor_Avalid.a == 0.0) {\n discard;\n }\n return picking_vRGBcolor_Avalid;\n }\n return color;\n}\n\n/*\n * Returns picking color if picking is enabled if not\n * highlight color if this item is selected, otherwise unmodified argument.\n */\nvec4 picking_filterColor(vec4 color) {\n vec4 highlightColor = picking_filterHighlightColor(color);\n return picking_filterPickingColor(highlightColor);\n}\n"; readonly props: PickingProps; readonly uniforms: PickingUniforms; readonly uniformTypes: Required<import("@luma.gl/shadertools").UniformTypes<PickingUniforms>>; readonly defaultUniforms: { readonly isActive: false; readonly indexMode: 0; readonly batchIndex: 0; readonly isHighlightActive: true; readonly highlightedBatchIndex: -1; readonly highlightedObjectIndex: -1; readonly highlightColor: import("@math.gl/types").NumberArray4; }; readonly getUniforms: (props?: PickingProps, prevUniforms?: PickingUniforms) => PickingUniforms; }; //# sourceMappingURL=color-picking.d.ts.map