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@maptalks/reshader.gl

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@maptalks/reshader.gl - npm Package Compare versions

Comparing version
0.107.4
to
0.108.0
+315
-85
dist/reshadergl.d.ts

@@ -0,13 +1,66 @@

/// <reference types="@webgpu/types" />
/// <reference types="gl-matrix/index.js" />
/// <reference types="gl-matrix" />
/*!
* @maptalks/reshader.gl v0.107.4
* @maptalks/reshader.gl v0.108.0
* LICENSE : UNLICENSED
* (c) 2016-2025 maptalks.com
*/
import * as REGL from '@maptalks/regl';
import REGL__default, { Texture, Texture2DOptions, TextureImageData, Regl, Texture2D as Texture2D$1, Uniforms } from '@maptalks/regl';
import REGL, { Texture, Texture2DOptions, TextureImageData, Regl, Texture2D as Texture2D$1, Uniforms } from '@maptalks/regl';
import { vec3, mat4 } from 'gl-matrix';
export { glMatrix, mat2, mat2d, mat3, mat4, quat, quat2, vec2, vec3, vec4 } from 'gl-matrix';
declare class GraphicsFramebuffer {
device: GraphicsDevice;
options: any;
width: number;
height: number;
constructor(device: any, options: any);
get color(): GraphicsTexture[];
resize(width: any, height: any): void;
_update(): void;
getRenderPassDescriptor(): GPURenderPassDescriptor;
setClearOptions(options: any): void;
_resetClearOptions(): void;
destroy(): void;
}
declare class GraphicsDevice {
wgpu: GPUDevice;
context: GPUCanvasContext;
adapter: GPUAdapter;
gltfManager?: any;
_supportedFormats: any;
constructor(device: GPUDevice, context: GPUCanvasContext, adapter: GPUAdapter);
hasExtension(extension: any): boolean;
getCommandEncoder(): GPUCommandEncoder;
endCommandEncoder(): void;
getDefaultFramebuffer(): GraphicsFramebuffer;
getRenderPassEncoder(fbo: GraphicsFramebuffer): GPURenderPassEncoder;
addCommandBuffer(commandBuffer: GPUCommandBuffer, front: boolean): void;
submit(): void;
buffer(options: any): any;
framebuffer(width: any, height: any): GraphicsFramebuffer;
texture(config: any): GraphicsTexture;
clear(options: any): void;
read(options: any): any;
destroy(): void;
}
declare class GraphicsTexture {
texture: GPUTexture;
device: GraphicsDevice;
config: any;
constructor(device: GraphicsDevice, config: any);
get width(): any;
get height(): any;
updateFilter(): void;
_clearBindGroups(): void;
resize(width: any, height: any): void;
update(config: any): void;
getView(): GPUTextureView;
addBindGroup(bindGroup: any): void;
destroy(): void;
}
type UrlModifierFunction = (url: string) => string;

@@ -19,3 +72,3 @@ type TypedArray = Uint8Array | Uint16Array | Uint32Array | Int8Array | Int16Array | Float32Array;

'positionSize'?: number;
'primitive'?: REGL__default.PrimitiveType;
'primitive'?: REGL.PrimitiveType;
'positionAttribute'?: string;

@@ -41,6 +94,7 @@ 'normalAttribute'?: string;

}[] & AttributeKey;
type ShaderUniformValue = number | boolean | string | NumberArray | null | AbstractTexture | Texture;
type ShaderUniformValue = number | boolean | string | NumberArray | null | ShaderUniformTexture;
type ShaderUniformTexture = AbstractTexture | Texture | GraphicsTexture;
type ShaderUniforms = {
meshConfig?: MeshOptions;
primitive?: REGL__default.PrimitiveType;
primitive?: REGL.PrimitiveType;
} & {

@@ -61,7 +115,7 @@ [_: string]: ShaderUniformValue;

type AttributeBufferData = {
buffer?: REGL__default.Buffer;
buffer?: REGL.Buffer;
data?: NumberArray;
divisor?: number;
};
type AttributeType = NumberArray | REGL__default.Buffer | AttributeBufferData;
type AttributeType = NumberArray | REGL.Buffer | AttributeBufferData;
type InstancedAttribute = Record<string, AttributeType>;

@@ -85,2 +139,3 @@ type ImageObject = {

persistent?: boolean;
compare?: GPUCompareFunction;
} & Texture2DOptions;

@@ -157,3 +212,3 @@

dirty?: boolean;
constructor(config: any, resLoader: any);
constructor(config: any, resLoader?: any);
onLoad(data: any): void;

@@ -164,4 +219,5 @@ isReady(): boolean;

createREGLTexture(regl: Regl): null | Texture2D$1;
getREGLTexture(regl: Regl): REGL__default.Texture2D;
getREGLTexture(regl: any): any;
getMemorySize(): number;
_update(): void;
dispose(): void;

@@ -205,5 +261,9 @@ }

declare class Geometry {
static createElementBuffer(device: any, elements: any): any;
static createBuffer(device: any, data: any, name?: string): any;
static padGPUBufferAlignment(array: TypedArray, vertexCount: number): TypedArray;
data: Record<string, AttributeData>;
elements: any;
desc: GeometryDesc;
semantic: Record<string, string>;
count: number;

@@ -218,5 +278,6 @@ properties: any;

get version(): number;
getBuffer(name: string): any;
getAttrData(activeAttributes: ActiveAttributes): any;
getREGLData(regl: any, activeAttributes: ActiveAttributes, disableVAO: boolean): AttributeData;
generateBuffers(regl: Regl): void;
generateBuffers(device: any): void;
getVertexCount(): number;

@@ -229,4 +290,2 @@ getColor0Size(): number;

*/
addBuffer(key: string, data: ArrayBuffer | REGL__default.Buffer): this;
updateBuffer(key: string, data: ArrayBuffer | REGL__default.Buffer): this;
deleteData(name: string): this;

@@ -240,6 +299,8 @@ /**

updateData(name: string, data: AttributeData): this;
_updateGPUBuffer(buffer: GPUBuffer, data: AttributeData): any;
updateSubData(name: string, data: AttributeData, offset: number): this;
getPrimitive(): REGL__default.PrimitiveType;
getPrimitive(): REGL.PrimitiveType;
getElements(): any;
setElements(elements: any, count: number): this;
isIndexedElements(): boolean;
deleteElements(): this;

@@ -268,3 +329,5 @@ setDrawCount(count: number): this;

getMemorySize(): number;
getElementsType(elements: NumberArray): "uint8" | "uint16" | "uint32";
getElementsType(elements: NumberArray): "uint8" | "uint32" | "uint16";
getCommandKey(device: any): string;
getBufferDescriptor(vertexInfo: any): any[];
}

@@ -292,3 +355,3 @@

unlit: boolean;
constructor(uniforms: ShaderUniforms, defaultUniforms: ShaderUniforms);
constructor(uniforms?: ShaderUniforms, defaultUniforms?: ShaderUniforms);
set version(v: number);

@@ -299,4 +362,9 @@ get version(): number;

get doubleSided(): boolean;
getUniforms(device: any): ShaderUniforms;
getMemorySize(): number;
isReady(): boolean;
set(k: string, v: ShaderUniformValue): this;
hasUniform(k: string): any;
setUniform(k: string, v: ShaderUniformValue): this;
getUniform(k: string): ShaderUniformValue;
set(k: string, v: ShaderUniformValue, isDispose?: boolean): this;
setFunctionUniform(k: string, fn: () => ShaderUniformValue): this;

@@ -310,5 +378,4 @@ hasFunctionUniform(k: string): boolean;

*/
appendDefines(defines: ShaderDefines, geometry: Geometry): ShaderDefines;
appendDefines(defines: ShaderDefines, _geometry: Geometry): ShaderDefines;
hasSkinAnimation(): boolean;
getUniforms(regl: Regl): ShaderUniforms;
isTexture(k: string): boolean;

@@ -318,5 +385,3 @@ dispose(): void;

getUniformKeys(): string;
getMemorySize(): number;
}
//# sourceMappingURL=Material.d.ts.map

@@ -356,2 +421,86 @@ declare class WireFrameMaterial extends Material {

type DynamicBufferAllocation = {
storage?: ArrayBuffer;
gpuBuffer?: GPUBuffer;
offset?: number;
size?: number;
};
declare class DynamicBufferPool {
/**
* Allocation size of the underlying buffers.
*
*/
bufferSize: number;
/**
* Internally allocated gpu buffers.
*
*/
poolBuffers: DynamicBufferAllocation[];
usedBuffers: DynamicBufferAllocation[];
/**
* @type {DynamicBufferAllocation|null}
*/
activeBuffer: DynamicBufferAllocation;
device: GPUDevice;
bufferAlignment: number;
/**
* Create the system of dynamic buffers.
*
* @param device - The graphics device.
* @param bufferSize - The size of the underlying large buffers.
* @param bufferAlignment - Alignment of each allocation.
*/
constructor(device: GPUDevice, bufferSize: number, bufferAlignment: number);
/**
* Destroy the system of dynamic buffers.
*/
destroy(): void;
/**
* Allocate an aligned space of the given size from a dynamic buffer.
*
* @param {DynamicBufferAllocation} allocation - The allocation info to fill.
* @param {number} size - The size of the allocation.
*/
alloc(allocation: any, size: any): void;
createBuffer(device: GPUDevice, size: number): GPUBuffer;
scheduleSubmit(): void;
submit(): void;
}
declare class DynamicOffsets {
items: any[];
offsets: number[];
index: number;
constructor();
reset(): void;
addItem(binding: any, offset: any): void;
addItems(items: any[]): void;
getItems(): any[];
getDynamicOffsets(): number[];
}
declare class DynamicBuffer {
bindgroupMapping: any;
dynamicOffsets: number[];
pool: DynamicBufferPool;
allocation: DynamicBufferAllocation;
version: number;
constructor(bindgroupMapping: any, pool: DynamicBufferPool);
writeBuffer(uniformValues: Record<string, ShaderUniformValue>, dynamicOffsets: DynamicOffsets): void;
_fillValue(type: any, buffer: any, offset: any, size: any, value: any): void;
dispose(): void;
}
declare class BindGroupFormat {
bytes: number;
uuid: number;
name: string;
constructor(name: any, bindGroupMapping: any, minUniformBufferOffsetAlignment: any);
getShaderUniforms(): any;
getMeshUniforms(): any;
_parse(bindGroupMapping: any): void;
createBindGroup(device: GraphicsDevice, mesh: Mesh$1, shaderUniforms: ShaderUniforms, layout: GPUBindGroupLayout, shaderBuffer: DynamicBuffer, meshBuffer: DynamicBuffer): GPUBindGroup;
dispose(): void;
}
/**

@@ -362,2 +511,3 @@ * Config:

declare class Mesh$1 {
uuid: number;
transparent: boolean;

@@ -396,2 +546,3 @@ bloom: boolean;

hasFunctionUniform(k: string): boolean;
hasUniform(k: string): boolean;
getUniform(k: string): ShaderUniformValue;

@@ -401,7 +552,8 @@ getDefines(): ShaderDefines;

hasSkinAnimation(): boolean;
getCommandKey(regl: Regl): string;
getUniforms(regl: Regl): ShaderUniforms;
getCommandKey(device: any): string;
getRenderProps(device: any): ShaderUniforms;
appendGeoAttributes(props: any, device: any, activeAttributes: any): void;
getUniforms(device: any): ShaderUniforms;
getMaterial(): Material;
getElements(): any;
getREGLProps(regl: Regl, activeAttributes: ActiveAttributes): ShaderUniforms;
dispose(): this;

@@ -413,4 +565,9 @@ isValid(): boolean;

getWorldTransform(): any;
_meshBuffer: Record<string, DynamicBuffer>;
writeDynamicBuffer(commandUID: number, renderProps: any, bindGroupMapping: BindGroupFormat, pool: DynamicBufferPool, dynamicOffsets: DynamicOffsets): DynamicBuffer;
getBindGroup(key: any): GPUBindGroup;
setBindGroup(key: any, bindGroup: any): this;
getShaderFnValues(shaderUID: number): GPUBindGroup;
setShaderFnValues(shaderUID: number, fnValues: any): this;
}
//# sourceMappingURL=Mesh.d.ts.map

@@ -424,7 +581,9 @@ declare class InstancedMesh extends Mesh$1 {

getDefines(): ShaderDefines;
getCommandKey(regl: Regl): string;
getCommandKey(device: any): string;
updateInstancedData(name: string, data: any): this;
generateInstancedBuffers(regl: Regl): this;
getREGLProps(regl: Regl, activeAttributes: ActiveAttributes): ShaderUniforms;
getInstancedBuffer(name: string): any;
generateInstancedBuffers(device: any): this;
getRenderProps(regl: Regl): ShaderUniforms;
disposeInstancedData(): void;
getBufferDescriptor(vertexInfo: any): any[];
}

@@ -458,6 +617,6 @@

declare class Renderer {
regl: Regl;
constructor(regl: Regl);
render(shader: any, uniforms: Uniforms, scene: Scene, framebuffer: REGL__default.Framebuffer): number;
clear(options: REGL__default.ClearOptions): void;
device: any;
constructor(device: any);
render(shader: any, uniforms: Uniforms, scene: Scene, framebuffer: REGL.Framebuffer): number;
clear(options: REGL.ClearOptions): void;
}

@@ -471,9 +630,14 @@ //# sourceMappingURL=Renderer.d.ts.map

declare class Texture2D extends AbstractTexture {
_version: number;
get version(): number;
set version(version: number);
onLoad({ data }: {
data: any;
}): void;
createREGLTexture(regl: Regl): REGL__default.Texture2D;
setConfig(config: any): void;
setMinFilter(value: number): void;
setMagFilter(value: number): void;
createREGLTexture(regl: Regl): REGL.Texture2D;
_checkNPOT(regl: any): void;
}
//# sourceMappingURL=Texture2D.d.ts.map

@@ -567,2 +731,3 @@ declare class Plane extends Geometry {

declare function isArray(arr: any): boolean;
declare function getArrayCtor(arr: any): ArrayConstructor | Int8ArrayConstructor | Uint8ArrayConstructor | Uint8ClampedArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor | Float64ArrayConstructor;
/**

@@ -614,3 +779,3 @@ * 对两个矢量执行线性推算

*/
declare function isSupportVAO(regl: Regl): boolean;
declare function isSupportVAO(regl: any): any;
/**

@@ -639,3 +804,3 @@ * Object.hasOwnProperty的包装方法

*/
declare function getTexMemorySize(tex: REGL__default.Texture): number;
declare function getTexMemorySize(tex: REGL.Texture): number;
/**

@@ -648,3 +813,3 @@ * 获取regl texture的byte width

*/
declare function getTextureByteWidth(type: any): 0 | 1 | 2 | 4;
declare function getTextureByteWidth(type: any): 4 | 1 | 2 | 0;
/**

@@ -657,3 +822,3 @@ * 获取regl texture 的channels数量

*/
declare function getTextureChannels(format: any): 1 | 2 | 4 | 3;
declare function getTextureChannels(format: any): 4 | 1 | 2 | 3;
/**

@@ -682,3 +847,3 @@ * 检查该attribute数据是否处于interleaved数据中

*/
declare function getSupportedFormats(gl: WebGL2RenderingContext | WebGLRenderingContext): {
declare function getSupportedFormats(gl: WebGL2RenderingContext | WebGLRenderingContext | GPUDevice): {
etc: boolean;

@@ -707,3 +872,3 @@ etc1: boolean;

declare function isPowerOfTwo(value: number): boolean;
declare function resizeToPowerOfTwo(image: HTMLImageElement | NumberArray, width?: number, height?: number): NumberArray | HTMLImageElement | HTMLCanvasElement;
declare function resizeToPowerOfTwo(image: HTMLImageElement | NumberArray, width?: number, height?: number): NumberArray | HTMLCanvasElement | HTMLImageElement;
declare function supportNPOT(regl: any): boolean;

@@ -716,2 +881,3 @@ declare function isTextureDestroyed(texture: any): boolean;

declare const Util_d_extendWithoutNil: typeof extendWithoutNil;
declare const Util_d_getArrayCtor: typeof getArrayCtor;
declare const Util_d_getBufferSize: typeof getBufferSize;

@@ -743,3 +909,3 @@ declare const Util_d_getPosArrayType: typeof getPosArrayType;

declare namespace Util_d {
export { Util_d_clamp as clamp, Util_d_defined as defined, Util_d_extend as extend, Util_d_extendWithoutNil as extendWithoutNil, Util_d_getBufferSize as getBufferSize, Util_d_getPosArrayType as getPosArrayType, Util_d_getSupportedFormats as getSupportedFormats, Util_d_getTexMemorySize as getTexMemorySize, Util_d_getTextureByteWidth as getTextureByteWidth, Util_d_getTextureChannels as getTextureChannels, Util_d_hasOwn as hasOwn, Util_d_hashCode as hashCode, Util_d_interpolate as interpolate, Util_d_isArray as isArray, Util_d_isFunction as isFunction, Util_d_isInStride as isInStride, Util_d_isInterleaved as isInterleaved, Util_d_isNil as isNil, Util_d_isNumber as isNumber, Util_d_isPowerOfTwo as isPowerOfTwo, Util_d_isString as isString, Util_d_isSupportVAO as isSupportVAO, Util_d_isTextureDestroyed as isTextureDestroyed, Util_d_lerp as lerp, Util_d_log2 as log2, Util_d_normalize as normalize, Util_d_resizeToPowerOfTwo as resizeToPowerOfTwo, Util_d_set as set, Util_d_supportNPOT as supportNPOT };
export { Util_d_clamp as clamp, Util_d_defined as defined, Util_d_extend as extend, Util_d_extendWithoutNil as extendWithoutNil, Util_d_getArrayCtor as getArrayCtor, Util_d_getBufferSize as getBufferSize, Util_d_getPosArrayType as getPosArrayType, Util_d_getSupportedFormats as getSupportedFormats, Util_d_getTexMemorySize as getTexMemorySize, Util_d_getTextureByteWidth as getTextureByteWidth, Util_d_getTextureChannels as getTextureChannels, Util_d_hasOwn as hasOwn, Util_d_hashCode as hashCode, Util_d_interpolate as interpolate, Util_d_isArray as isArray, Util_d_isFunction as isFunction, Util_d_isInStride as isInStride, Util_d_isInterleaved as isInterleaved, Util_d_isNil as isNil, Util_d_isNumber as isNumber, Util_d_isPowerOfTwo as isPowerOfTwo, Util_d_isString as isString, Util_d_isSupportVAO as isSupportVAO, Util_d_isTextureDestroyed as isTextureDestroyed, Util_d_lerp as lerp, Util_d_log2 as log2, Util_d_normalize as normalize, Util_d_resizeToPowerOfTwo as resizeToPowerOfTwo, Util_d_set as set, Util_d_supportNPOT as supportNPOT };
}

@@ -754,3 +920,18 @@

declare namespace _default {
declare const GL_NEAREST = 9728;
declare const GL_LINEAR = 9729;
declare const GL_LINEAR_MIPMAP_LINEAR = 9987;
declare const MAG_FILTER = 10240;
declare const MIN_FILTER = 10241;
declare const WebGLConstants_d_GL_LINEAR: typeof GL_LINEAR;
declare const WebGLConstants_d_GL_LINEAR_MIPMAP_LINEAR: typeof GL_LINEAR_MIPMAP_LINEAR;
declare const WebGLConstants_d_GL_NEAREST: typeof GL_NEAREST;
declare const WebGLConstants_d_MAG_FILTER: typeof MAG_FILTER;
declare const WebGLConstants_d_MIN_FILTER: typeof MIN_FILTER;
declare namespace WebGLConstants_d {
export { WebGLConstants_d_GL_LINEAR as GL_LINEAR, WebGLConstants_d_GL_LINEAR_MIPMAP_LINEAR as GL_LINEAR_MIPMAP_LINEAR, WebGLConstants_d_GL_NEAREST as GL_NEAREST, WebGLConstants_d_MAG_FILTER as MAG_FILTER, WebGLConstants_d_MIN_FILTER as MIN_FILTER };
}
declare namespace _default$1 {
/**

@@ -767,23 +948,38 @@ * Register a new shader segment for includes for 3rd parties

function compile(source: string): any;
function get(name: any): any;
}
//# sourceMappingURL=ShaderLib.d.ts.map
declare class Shader {
constructor({ vert, frag, uniforms, defines, extraCommandProps }: {
declare const _default: {
register(name: any, segment: any): void;
/**
* Compile the given source, replace #include with registered shader sources
* @param {String} source source to compile
*/
compile(source: any, defines: any): any;
get(name: any): any;
};
//# sourceMappingURL=WgslShaderLib.d.ts.map
declare class GLShader {
vert: string;
frag: string;
wgslVert: string;
wgslFrag: string;
uid: number;
version: number;
extraCommandProps: any;
name: string;
constructor({ vert, frag, wgslVert, wgslFrag, uniforms, defines, extraCommandProps, name }: {
vert: any;
frag: any;
wgslVert: any;
wgslFrag: any;
uniforms: any;
defines: any;
extraCommandProps: any;
name: any;
});
vert: any;
frag: any;
set shaderDefines(defines: any);
get shaderDefines(): any;
uniforms: any;
contextDesc: {};
extraCommandProps: any;
commands: {};
_shaderDefines: any;
dkey: string;
set shaderDefines(defines: Record<string, string | number>);
get shaderDefines(): Record<string, string | number>;
setDefines(defines: any): void;

@@ -796,2 +992,9 @@ /**

setFramebuffer(framebuffer: any): this;
run(regl: any, command: any, props: any): any;
getShaderCommandKey(device: any, mesh: any, uniformValues: any): string;
getVersion(regl: any, source: any): "" | "#version 300 es\n" | "#version 100\n";
getActiveVars(regl: any, vert: any, frag: any, hash: any): any;
_insertDefines(source: any, defines: any): string;
createMeshCommand(regl: any, mesh: any, commandProps?: {}, uniformValues?: any): any;
dispose(): void;
/**

@@ -807,18 +1010,22 @@ * Get shader's context uniforms values

setUniforms(uniforms: any): this;
contextKeys: string;
context: any;
getVersion(regl: any, source: any): "" | "#version 300 es\n" | "#version 100\n";
getActiveVars(regl: any, vert: any, frag: any, hash: any): any;
createREGLCommand(regl: any, materialDefines: any, elements: any, isInstanced: any, disableVAO: any, commandProps?: {}): any;
dispose(): void;
_insertDefines(source: any, defines: any): string;
_compileSource(): void;
}
//# sourceMappingURL=Shader.d.ts.map
declare class GPUShader extends GLShader {
getShaderCommandKey(device: any, mesh: any, renderProps: any): any;
createMeshCommand(device: any, mesh: Mesh$1, commandProps: any, renderProps: any): any;
_compileWGSLSource(defines: any): {
vert: any;
frag: any;
};
run(deviceOrRegl: any, command: any, props: any): any;
_getCurrentRenderPassEncoder(device: GraphicsDevice): GPURenderPassEncoder;
setFramebuffer(framebuffer: any): this;
dispose(): void;
}
declare class MeshShader extends Shader {
draw(regl: any, meshes: any): number;
declare class MeshShader extends GPUShader {
draw(device: any, meshes: any): number;
_ensureContextDefines(v: any): void;
_runFilter(m: any): any;
getMeshCommand(regl: any, mesh: any): any;
getMeshCommand(device: any, mesh: any, renderProps: any): any;
_cmdKeys: {};

@@ -830,3 +1037,2 @@ }

constructor(config?: {});
version: number;
}

@@ -837,3 +1043,2 @@ //# sourceMappingURL=WireframeShader.d.ts.map

constructor(config?: {});
version: number;
getGeometryDefines(geometry: any): {

@@ -875,2 +1080,8 @@ HAS_TANGENT: number;

declare class ImageShader extends MeshShader {
constructor(config: any);
getMeshCommand(regl: any, mesh: any): any;
}
//# sourceMappingURL=ImageShader.d.ts.map
declare class PostProcessShader extends QuadShader {

@@ -966,4 +1177,4 @@ constructor();

_renderer: Renderer;
render(sourceTex: any, bloomTex: any, bloomThreshold: any, bloomFactor: any, bloomRadius: any, noAaSource: any, pointSource: any, enableAA: any, paintToScreen: any): REGL.Texture2D;
_combine(sourceTex: any, blurTexes: any, inputTex: any, bloomFactor: any, bloomRadius: any, noAaSource: any, pointSource: any, enableAA: any, paintToScreen: any): REGL.Texture2D;
render(sourceTex: any, bloomTex: any, bloomThreshold: any, bloomFactor: any, bloomRadius: any, noAaSource: any, pointSource: any, enableAA: any, paintToScreen: any): any;
_combine(sourceTex: any, blurTexes: any, inputTex: any, bloomFactor: any, bloomRadius: any, noAaSource: any, pointSource: any, enableAA: any, paintToScreen: any): any;
_combineUniforms: {

@@ -984,6 +1195,6 @@ bloomFactor: number;

_createTextures(tex: any): void;
_combineTex: REGL.Texture2D;
_combineFBO: REGL.Framebuffer2D;
_createColorTex(curTex: any, w: any, h: any, dataType: any): REGL.Texture2D;
_createBlurFBO(tex: any): REGL.Framebuffer2D;
_combineTex: any;
_combineFBO: any;
_createColorTex(curTex: any, w: any, h: any, dataType: any): any;
_createBlurFBO(tex: any): any;
_initShaders(): void;

@@ -997,3 +1208,2 @@ _blurPass: BlurPass;

constructor();
version: number;
getMeshCommand(regl: any, mesh: any): any;

@@ -1063,3 +1273,2 @@ }

constructor();
version: number;
/**

@@ -1102,3 +1311,2 @@ * @param inputRGBM 输入的cubemap是否是rgbm格式

constructor(config?: {});
version: number;
}

@@ -1157,4 +1365,4 @@ //# sourceMappingURL=StandardLiteShader.d.ts.map

_init(): void;
_maskColorFbo: REGL.Framebuffer2D;
_maskModeFbo: REGL.Framebuffer2D;
_maskColorFbo: any;
_maskModeFbo: any;
_maskColorShader: MeshShader;

@@ -1164,4 +1372,4 @@ _maskModeShader: MeshShader;

render(meshes: any, projViewMatrix: any): {
colorExtent: REGL.Framebuffer2D;
modeExtent: REGL.Framebuffer2D;
colorExtent: any;
modeExtent: any;
};

@@ -1344,3 +1552,3 @@ _resize(): void;

};
declare function generateDFGLUT(regl: any, size: any, sampleSize: any, roughnessLevels: any): any;
declare function generateDFGLUT(device: any, size: any, sampleSize: any, roughnessLevels: any): any;
declare function supportFloat16(regl: any): any;

@@ -1366,3 +1574,2 @@

constructor(config?: {});
version: number;
getGeometryDefines(geometry: any): {

@@ -1464,2 +1671,3 @@ HAS_TANGENT: number;

constructor(defines: any);
getMeshCommand(regl: any, mesh: any): any;
}

@@ -1469,4 +1677,6 @@ //# sourceMappingURL=ShadowDisplayShader.d.ts.map

declare class FBORayPicking {
constructor(renderer: any, { vert, uniforms, defines, extraCommandProps, enableStencil }: {
constructor(renderer: any, { name, vert, wgslVert, uniforms, defines, extraCommandProps, enableStencil }: {
name: any;
vert: any;
wgslVert: any;
uniforms: any;

@@ -1480,3 +1690,5 @@ defines: any;

_map: any;
_name: any;
_vert: any;
_wgslVert: any;
_uniforms: any;

@@ -1563,2 +1775,3 @@ _defines: any;

getPickingVert(): any;
getPickingWGSLVert(): any;
getUniformDeclares(): any;

@@ -1570,3 +1783,5 @@ }

declare const WEBGL_OPTIONAL_EXTENSIONS: string[];
declare const ERROR_NOT_IMPLEMENTED = "not implemented";
declare const Constants_d_ERROR_NOT_IMPLEMENTED: typeof ERROR_NOT_IMPLEMENTED;
declare const Constants_d_KEY_DISPOSED: typeof KEY_DISPOSED;

@@ -1576,3 +1791,3 @@ declare const Constants_d_WEBGL_EXTENSIONS: typeof WEBGL_EXTENSIONS;

declare namespace Constants_d {
export { Constants_d_KEY_DISPOSED as KEY_DISPOSED, Constants_d_WEBGL_EXTENSIONS as WEBGL_EXTENSIONS, Constants_d_WEBGL_OPTIONAL_EXTENSIONS as WEBGL_OPTIONAL_EXTENSIONS };
export { Constants_d_ERROR_NOT_IMPLEMENTED as ERROR_NOT_IMPLEMENTED, Constants_d_KEY_DISPOSED as KEY_DISPOSED, Constants_d_WEBGL_EXTENSIONS as WEBGL_EXTENSIONS, Constants_d_WEBGL_OPTIONAL_EXTENSIONS as WEBGL_OPTIONAL_EXTENSIONS };
}

@@ -1607,2 +1822,17 @@

/*!
* codes from GEngine
* https://github.com/GEngine-js/GEngine/blob/e9c0e2c4a28cc6b9fec133c75958b80115e53a63/src/shader/WGSLParseDefines.ts
* ISC License
*/
declare function WGSLParseDefines(shader: string, meshDefines: ShaderDefines): string;
declare function getDefineConditionValue(define: any, defines: any, usedDefines: any): any;
declare const WGSLParseDefines_d_WGSLParseDefines: typeof WGSLParseDefines;
declare const WGSLParseDefines_d_getDefineConditionValue: typeof getDefineConditionValue;
declare namespace WGSLParseDefines_d {
export { WGSLParseDefines_d_WGSLParseDefines as WGSLParseDefines, WGSLParseDefines_d_getDefineConditionValue as getDefineConditionValue };
}
declare const HDR: {

@@ -1624,2 +1854,2 @@ parseHDR: typeof parseRGBE;

export { AbstractTexture, BloomPass, BoundingBox, BoxBlurShader, Constants_d as Constants, CopyShader, EdgeGeometry, EdgeShader, ExtentPass, FBORayPicking, FogPass, FogShader, FxaaShader, GLTFHelper_d as GLTFHelper, GLTFManager, Geometry, HDR, HeatmapDisplayShader, HeatmapShader, InstancedMesh, Jitter, KHRTechniquesWebglManager, Material, Mesh$1 as Mesh, MeshShader, PhongMaterial, PhongShader, PhongSpecularGlossinessMaterial, Plane, PointLineShader, PostProcessShader, QuadShader, REGLHelper_d as REGLHelper, RainRipplePass as RainRipplesPass, Renderer, ResourceLoader, ScanEffectPass, EffectShader as ScanEffectShader, Scene, Shader, _default as ShaderLib, ShadowDisplayShader, ShadowMapShader, ShadowPass, SkyboxShader, SsrPass, StandardLiteMaterial, StandardLiteShader, Texture2D, Util_d as Util, WaterShader, WireFrameMaterial, WireframeShader, earcut, pbr };
export { AbstractTexture, BloomPass, BoundingBox, BoxBlurShader, Constants_d as Constants, CopyShader, EdgeGeometry, EdgeShader, ExtentPass, FBORayPicking, FogPass, FogShader, FxaaShader, GLTFHelper_d as GLTFHelper, GLTFManager, Geometry, GraphicsDevice, GraphicsFramebuffer, GraphicsTexture, HDR, HeatmapDisplayShader, HeatmapShader, ImageShader, InstancedMesh, Jitter, KHRTechniquesWebglManager, Material, Mesh$1 as Mesh, MeshShader, PhongMaterial, PhongShader, PhongSpecularGlossinessMaterial, Plane, PointLineShader, PostProcessShader, QuadShader, REGLHelper_d as REGLHelper, RainRipplePass as RainRipplesPass, Renderer, ResourceLoader, ScanEffectPass, EffectShader as ScanEffectShader, Scene, GPUShader as Shader, _default$1 as ShaderLib, ShadowDisplayShader, ShadowMapShader, ShadowPass, SkyboxShader, SsrPass, StandardLiteMaterial, StandardLiteShader, Texture2D, Util_d as Util, WGSLParseDefines_d as WGSLParseDefines, WaterShader, WebGLConstants_d as WebGLConstants, _default as WgslShaderLib, WireFrameMaterial, WireframeShader, earcut, pbr };
{
"name": "@maptalks/reshader.gl",
"version": "0.107.4",
"version": "0.108.0",
"description": "A shader centric WebGL engine based on regl",

@@ -18,6 +18,8 @@ "module": "dist/reshadergl.es.js",

"dependencies": {
"@maptalks/regl": "^3.4.0",
"@maptalks/regl": "^3.6.0",
"@maptalks/tbn-packer": "^1.4.5",
"@webgpu/types": "0.1.52",
"earcut": "^3.0.1",
"gl-matrix": "^3.4.0"
"gl-matrix": "^3.4.0",
"wgsl_reflect": "^1.0.16"
},

@@ -29,7 +31,11 @@ "devDependencies": {

"@rollup/plugin-terser": "0.4.4",
"@rollup/plugin-typescript": "^11.1.6",
"eslint": "^8.57.0",
"eslint-plugin-mocha": "^10.4.1",
"eslint-plugin-mocha": "^10.5.0",
"mocha": "^10.3.0",
"rollup": "^4.17.2",
"rollup-plugin-dts": "^6.1.0"
"rollup-plugin-dts": "^6.1.0",
"tslib": "^2.6.2",
"typescript": "^5.4.2",
"typescript-eslint": "^8.34.0"
},

@@ -36,0 +42,0 @@ "gitHead": "9eeea4807723d460fa7e09969c6556d53f6bed84",

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