Function: getIndexPickingModule()
getIndexPickingModule(
device):object
Defined in: modules/engine/src/modules/picking/picking.ts:28
Returns the object-index picking shader module supported by this device.
Parameters
device
Device
Returns
object
defaultUniforms
readonlydefaultUniforms:object
defaultUniforms.batchIndex
readonlybatchIndex:0=0
defaultUniforms.highlightColor
readonlyhighlightColor:NumberArray4=DEFAULT_HIGHLIGHT_COLOR
defaultUniforms.highlightedBatchIndex
readonlyhighlightedBatchIndex:-1=INVALID_INDEX
defaultUniforms.highlightedObjectIndex
readonlyhighlightedObjectIndex:-1=INVALID_INDEX
defaultUniforms.indexMode
readonlyindexMode:0=0
defaultUniforms.isActive
readonlyisActive:false=false
defaultUniforms.isHighlightActive
readonlyisHighlightActive:false=false
fs
fs: "precision highp float;\nprecision highp int;\n\nlayout(std140) uniform 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\nconst int INDEX_PICKING_INVALID_INDEX = -1; // 2^32 - 1\n\nflat in int picking_objectIndex;\n\n/**\n * Check if this vertex is highlighted (part of the selected batch and object)\n */ \nbool picking_isFragmentHighlighted() {\n return \n bool(picking.isHighlightActive) &&\n picking.highlightedBatchIndex == picking.batchIndex &&\n picking.highlightedObjectIndex == picking_objectIndex\n ;\n}\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 (bool(picking.isActive)) {\n return color;\n }\n\n // If we are not highlighted, return color as is\n if (!picking_isFragmentHighlighted()) {\n return color;\n }\n \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}\n\n/*\n * Returns picking color if picking enabled else unmodified argument.\n */\nivec4 picking_getPickingColor() {\n // Assumes that colorAttachment0 is rg32int\n // TODO? - we could render indices into a second color attachment and not mess with fragColor\n return ivec4(picking_objectIndex, picking.batchIndex, 0, 0);\n}\n\nvec4 picking_filterPickingColor(vec4 color) {\n if (bool(picking.isActive)) {\n if (picking_objectIndex == INDEX_PICKING_INVALID_INDEX) {\n discard;\n }\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 outColor = color;\n outColor = picking_filterHighlightColor(outColor);\n outColor = picking_filterPickingColor(outColor);\n return outColor;\n}\n"
getUniforms
getUniforms: (
props,prevUniforms?) =>PickingUniforms
Parameters
props?
PickingProps = {}
prevUniforms?
PickingUniforms
Returns
PickingUniforms
name
readonlyname:"picking"='picking'
props
readonlyprops:PickingProps
source
source: "struct pickingUniforms {\n isActive: i32,\n indexMode: i32,\n batchIndex: i32,\n\n isHighlightActive: i32,\n highlightedBatchIndex: i32,\n highlightedObjectIndex: i32,\n highlightColor: vec4<f32>,\n};\n\n@group(0) @binding(auto) var<uniform> picking: pickingUniforms;\n\n\nconst INDEX_PICKING_MODE_INSTANCE = 0;\nconst INDEX_PICKING_MODE_ATTRIBUTE = 1;\nconst INDEX_PICKING_MODE_VERTEX = 2;\nconst INDEX_PICKING_INVALID_INDEX = -1; // 2^32 - 1\n\n/**\n * WGSL shaders need to carry the returned object index through their own stage outputs.\n */\nfn picking_getInstanceObjectIndex(instanceIndex: u32) -> i32 {\n return i32(instanceIndex);\n}\n\nfn picking_getVertexObjectIndex(vertexIndex: u32) -> i32 {\n return i32(vertexIndex);\n}\n\nfn picking_getAttributeObjectIndex(objectIndex: i32) -> i32 {\n return objectIndex;\n}\n\nfn picking_setObjectIndex(objectIndex: i32) -> i32 {\n return picking_getAttributeObjectIndex(objectIndex);\n}\n\nfn picking_isObjectHighlighted(objectIndex: i32) -> bool {\n return\n picking.isHighlightActive != 0 &&\n picking.highlightedBatchIndex == picking.batchIndex &&\n picking.highlightedObjectIndex == objectIndex;\n}\n\nfn picking_filterHighlightColor(color: vec4<f32>, objectIndex: i32) -> vec4<f32> {\n if (picking.isActive != 0 || !picking_isObjectHighlighted(objectIndex)) {\n return color;\n }\n\n let highLightAlpha = picking.highlightColor.a;\n let blendedAlpha = highLightAlpha + color.a * (1.0 - highLightAlpha);\n if (blendedAlpha == 0.0) {\n return vec4<f32>(color.rgb, 0.0);\n }\n\n let highLightRatio = highLightAlpha / blendedAlpha;\n let blendedRGB = mix(color.rgb, picking.highlightColor.rgb, highLightRatio);\n return vec4<f32>(blendedRGB, blendedAlpha);\n}\n\nfn picking_filterPickingColor(color: vec4<f32>, objectIndex: i32) -> vec4<f32> {\n if (picking.isActive != 0 && objectIndex == INDEX_PICKING_INVALID_INDEX) {\n discard;\n }\n return color;\n}\n\nfn picking_getPickingColor(objectIndex: i32) -> vec2<i32> {\n return vec2<i32>(objectIndex, picking.batchIndex);\n}\n\n"
uniforms
readonlyuniforms:PickingUniforms
uniformTypes
uniformTypes:
Required<UniformTypes<PickingUniforms>>
vs
vs: "precision highp float;\nprecision highp int;\n\nlayout(std140) uniform 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\nconst int INDEX_PICKING_MODE_INSTANCE = 0;\nconst int INDEX_PICKING_MODE_ATTRIBUTE = 1;\nconst int INDEX_PICKING_MODE_VERTEX = 2;\n\nconst int INDEX_PICKING_INVALID_INDEX = -1; // 2^32 - 1\n\nflat out int picking_objectIndex;\n\n/**\n * Vertex shaders should call this function to set the object index.\n * If using instance or vertex mode, the argument is ignored and 0 can be supplied.\n */\nvoid picking_setObjectIndex(int objectIndex) {\n switch (picking.indexMode) {\n case INDEX_PICKING_MODE_INSTANCE:\n picking_objectIndex = gl_InstanceID;\n break;\n case INDEX_PICKING_MODE_ATTRIBUTE:\n picking_objectIndex = objectIndex;\n break;\n case INDEX_PICKING_MODE_VERTEX:\n picking_objectIndex = gl_VertexID;\n break;\n }\n}\n"