@luma.gl/shadertools
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Shader module system for luma.gl
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text/typescript
// luma.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import {ShaderModule} from '../../../lib/shader-module/shader-module';
import type {NumberArray3, NumberArray4} from '@math.gl/core';
// cyan color
const DEFAULT_HIGHLIGHT_COLOR: NumberArray4 = [0, 1, 1, 1];
/**
* Props for the picking module, which depending on mode renders picking colors or highlighted item.
* When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer.
* When inactive, renders normal colors, with the exception of selected object which is rendered with highlight
*/
export type PickingProps = {
/** Are we picking? I.e. rendering picking colors? */
isActive?: boolean;
/** Set to true when picking an attribute value instead of object index */
isAttribute?: boolean;
/** Set to a picking color to visually highlight that item, or `null` to explicitly clear **/
highlightedObjectColor?: NumberArray3 | null;
/** Color of visual highlight of "selected" item */
highlightColor?: NumberArray3 | NumberArray4;
/** Color range 0-1 or 0-255 */
useFloatColors?: boolean;
};
/**
* Uniforms for the picking module, which renders picking colors and highlighted item.
* When active, renders picking colors, assumed to be rendered to off-screen "picking" buffer.
* When inactive, renders normal colors, with the exception of selected object which is rendered with highlight
*/
export type PickingUniforms = {
/**
* When true, renders picking colors. Set when rendering to off-screen "picking" buffer.
* When false, renders normal colors, with the exception of selected object which is rendered with highlight
*/
isActive?: boolean;
/** Set to true when picking an attribute value instead of object index */
isAttribute?: boolean;
/** Color range 0-1 or 0-255 */
useFloatColors?: boolean;
/** Do we have a highlighted item? */
isHighlightActive?: boolean;
/** Set to a picking color to visually highlight that item */
highlightedObjectColor?: NumberArray3;
/** Color of visual highlight of "selected" item */
highlightColor?: NumberArray4;
};
const vs = /* glsl */ `\
uniform pickingUniforms {
float isActive;
float isAttribute;
float isHighlightActive;
float useFloatColors;
vec3 highlightedObjectColor;
vec4 highlightColor;
} picking;
out vec4 picking_vRGBcolor_Avalid;
// Normalize unsigned byte color to 0-1 range
vec3 picking_normalizeColor(vec3 color) {
return picking.useFloatColors > 0.5 ? color : color / 255.0;
}
// Normalize unsigned byte color to 0-1 range
vec4 picking_normalizeColor(vec4 color) {
return picking.useFloatColors > 0.5 ? color : color / 255.0;
}
bool picking_isColorZero(vec3 color) {
return dot(color, vec3(1.0)) < 0.00001;
}
bool picking_isColorValid(vec3 color) {
return dot(color, vec3(1.0)) > 0.00001;
}
// Check if this vertex is highlighted
bool isVertexHighlighted(vec3 vertexColor) {
vec3 highlightedObjectColor = picking_normalizeColor(picking.highlightedObjectColor);
return
bool(picking.isHighlightActive) && picking_isColorZero(abs(vertexColor - highlightedObjectColor));
}
// Set the current picking color
void picking_setPickingColor(vec3 pickingColor) {
pickingColor = picking_normalizeColor(pickingColor);
if (bool(picking.isActive)) {
// Use alpha as the validity flag. If pickingColor is [0, 0, 0] fragment is non-pickable
picking_vRGBcolor_Avalid.a = float(picking_isColorValid(pickingColor));
if (!bool(picking.isAttribute)) {
// Stores the picking color so that the fragment shader can render it during picking
picking_vRGBcolor_Avalid.rgb = pickingColor;
}
} else {
// Do the comparison with selected item color in vertex shader as it should mean fewer compares
picking_vRGBcolor_Avalid.a = float(isVertexHighlighted(pickingColor));
}
}
void picking_setPickingAttribute(float value) {
if (bool(picking.isAttribute)) {
picking_vRGBcolor_Avalid.r = value;
}
}
void picking_setPickingAttribute(vec2 value) {
if (bool(picking.isAttribute)) {
picking_vRGBcolor_Avalid.rg = value;
}
}
void picking_setPickingAttribute(vec3 value) {
if (bool(picking.isAttribute)) {
picking_vRGBcolor_Avalid.rgb = value;
}
}
`;
const fs = /* glsl */ `\
uniform pickingUniforms {
float isActive;
float isAttribute;
float isHighlightActive;
float useFloatColors;
vec3 highlightedObjectColor;
vec4 highlightColor;
} picking;
in vec4 picking_vRGBcolor_Avalid;
/*
* Returns highlight color if this item is selected.
*/
vec4 picking_filterHighlightColor(vec4 color) {
// If we are still picking, we don't highlight
if (picking.isActive > 0.5) {
return color;
}
bool selected = bool(picking_vRGBcolor_Avalid.a);
if (selected) {
// Blend in highlight color based on its alpha value
float highLightAlpha = picking.highlightColor.a;
float blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);
float highLightRatio = highLightAlpha / blendedAlpha;
vec3 blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);
return vec4(blendedRGB, blendedAlpha);
} else {
return color;
}
}
/*
* Returns picking color if picking enabled else unmodified argument.
*/
vec4 picking_filterPickingColor(vec4 color) {
if (bool(picking.isActive)) {
if (picking_vRGBcolor_Avalid.a == 0.0) {
discard;
}
return picking_vRGBcolor_Avalid;
}
return color;
}
/*
* Returns picking color if picking is enabled if not
* highlight color if this item is selected, otherwise unmodified argument.
*/
vec4 picking_filterColor(vec4 color) {
vec4 highlightColor = picking_filterHighlightColor(color);
return picking_filterPickingColor(highlightColor);
}
`;
/**
* 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 const picking = {
props: {} as PickingProps,
uniforms: {} as PickingUniforms,
name: 'picking',
uniformTypes: {
isActive: 'f32',
isAttribute: 'f32',
isHighlightActive: 'f32',
useFloatColors: 'f32',
highlightedObjectColor: 'vec3<f32>',
highlightColor: 'vec4<f32>'
},
defaultUniforms: {
isActive: false,
isAttribute: false,
isHighlightActive: false,
useFloatColors: true,
highlightedObjectColor: [0, 0, 0],
highlightColor: DEFAULT_HIGHLIGHT_COLOR
},
vs,
fs,
getUniforms
} as const satisfies ShaderModule<PickingProps, PickingUniforms>;
function getUniforms(opts: PickingProps = {}, prevUniforms?: PickingUniforms): PickingUniforms {
const uniforms = {} as PickingUniforms;
if (opts.highlightedObjectColor === undefined) {
// Unless highlightedObjectColor explicitly null or set, do not update state
} else if (opts.highlightedObjectColor === null) {
uniforms.isHighlightActive = false;
} else {
uniforms.isHighlightActive = true;
const highlightedObjectColor = opts.highlightedObjectColor.slice(0, 3) as NumberArray3;
uniforms.highlightedObjectColor = highlightedObjectColor;
}
if (opts.highlightColor) {
const color = Array.from(opts.highlightColor, x => x / 255);
if (!Number.isFinite(color[3])) {
color[3] = 1;
}
uniforms.highlightColor = color as NumberArray4;
}
if (opts.isActive !== undefined) {
uniforms.isActive = Boolean(opts.isActive);
uniforms.isAttribute = Boolean(opts.isAttribute);
}
if (opts.useFloatColors !== undefined) {
uniforms.useFloatColors = Boolean(opts.useFloatColors);
}
return uniforms;
}