@bigmistqke/view.gl 0.1.13 → 0.1.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.claude/settings.local.json +4 -9
- package/dist/{chunk-Z4F7UTKN.mjs → chunk-V5KJUCYD.mjs} +2 -3
- package/dist/{chunk-Z4F7UTKN.mjs.map → chunk-V5KJUCYD.mjs.map} +1 -1
- package/dist/index.mjs +1 -1
- package/dist/tag.mjs +1 -1
- package/package.json +1 -1
- package/src/index.ts +1 -2
- package/dev/dist/404.html +0 -19
- package/dev/dist/assets/bezier-DuLTb2d1.js +0 -294
- package/dev/dist/assets/game_of_life-D7qHdFcv.js +0 -202
- package/dev/dist/assets/grid-Ie22U_9K.js +0 -173
- package/dev/dist/assets/index-0qrXMlfv.js +0 -109
- package/dev/dist/assets/index-C2N3u8wj.css +0 -12
- package/dev/dist/assets/main-BZ1N6pp6.js +0 -32
- package/dev/dist/assets/overview-DAxtMIw5.js +0 -78
- package/dev/dist/assets/pix_sim-DIhzM_vu.js +0 -501
- package/dev/dist/assets/symbol-BouRL-Ni.js +0 -65
- package/dev/dist/assets/tag-C_bg62fD.js +0 -516
- package/dev/dist/assets/tetris-IMnkSi9p.js +0 -344
- package/dev/dist/assets/utils-CvCgsM08.js +0 -50
- package/dev/dist/index.html +0 -51
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"permissions": {
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set(value, usage = "STATIC_DRAW") {
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{"version":3,"sources":["../src/features.ts","../src/utils/object.ts","../src/utils/index.ts","../src/index.ts"],"sourcesContent":["import { RemoveSuffix } from './type-utils'\nimport type { GL } from './types'\n\nconst INSTANCED_ARRAYS_WRAPPER_MAP = new WeakMap<\n GL,\n RemoveSuffix<\n Pick<\n ANGLE_instanced_arrays,\n 'drawArraysInstancedANGLE' | 'drawElementsInstancedANGLE' | 'vertexAttribDivisorANGLE'\n >,\n 'ANGLE'\n > | null\n>()\nexport function getInstancedArrays(gl: GL) {\n if (gl instanceof WebGL2RenderingContext) return gl\n\n const cached = INSTANCED_ARRAYS_WRAPPER_MAP.get(gl)\n if (cached) return cached\n\n const ext = gl.getExtension('ANGLE_instanced_arrays')\n if (!ext) return undefined\n\n const wrapper = {\n drawArraysInstanced: ext.drawArraysInstancedANGLE.bind(ext),\n drawElementsInstanced: ext.drawElementsInstancedANGLE.bind(ext),\n vertexAttribDivisor: ext.vertexAttribDivisorANGLE.bind(ext),\n }\n INSTANCED_ARRAYS_WRAPPER_MAP.set(gl, wrapper)\n\n return wrapper\n}\n\nconst VERTEX_ARRAY_OBJECT_WRAPPER_MAP = new WeakMap<\n GL,\n RemoveSuffix<\n Pick<\n OES_vertex_array_object,\n 'bindVertexArrayOES' | 'createVertexArrayOES' | 'deleteVertexArrayOES'\n >,\n 'OES'\n > | null\n>()\nexport function getVertexArrayObject(gl: GL) {\n if (gl instanceof WebGL2RenderingContext) return gl\n\n const cached = VERTEX_ARRAY_OBJECT_WRAPPER_MAP.get(gl)\n if (cached) return cached\n\n const ext = gl.getExtension('OES_vertex_array_object')\n if (!ext) return null\n\n const wrapper = {\n bindVertexArray: ext.bindVertexArrayOES.bind(ext),\n createVertexArray: ext.createVertexArrayOES.bind(ext),\n deleteVertexArray: ext.deleteVertexArrayOES.bind(ext),\n }\n VERTEX_ARRAY_OBJECT_WRAPPER_MAP.set(gl, wrapper)\n\n return wrapper\n}\n","export function forEach<T extends Record<string, any>>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => void,\n) {\n let index = 0\n for (const key in value) {\n callback(value[key], key, index)\n index++\n }\n for (const key of Object.getOwnPropertySymbols(value)) {\n callback(value[key as keyof T], key as keyof T, index)\n index++\n }\n}\n\nexport function map<T extends Record<string, any>, TReturn>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => TReturn,\n): { [TKey in keyof T]: TReturn } {\n const result = {} as { [TKey in keyof T]: TReturn }\n\n forEach(value, (value, key, index) => {\n result[key] = callback(value, key, index)\n })\n\n return result\n}\n","import type {\n AttributeKind,\n FramebufferDefinition,\n GL,\n KIND_TO_SIZE_MAP,\n KIND_TO_UNIFORM_FN_NAME_MAP,\n TextureDefinition,\n UniformKind,\n} from '../types'\n\nexport * as ObjectUtils from './object'\n\nexport function assertedNotNullish<T>(value: T, message?: string): NonNullable<T> {\n if (value === undefined || value === null) throw new Error(message)\n return value\n}\n\nfunction createGLShader(gl: GL, type: number, source: string): WebGLShader {\n const shader = gl.createShader(type)\n if (!shader) throw new Error('Failed to create shader')\n\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader)\n gl.deleteShader(shader)\n throw new Error(\n `Failed to compile ${type === gl.VERTEX_SHADER ? 'vertex' : 'fragment'} shader: ${info}`,\n )\n }\n\n return shader\n}\n\nexport function createProgram(gl: GL, vertexSource: string, fragmentSource: string): WebGLProgram {\n const program = gl.createProgram()\n if (!program) throw new Error('Failed to create WebGL program')\n\n const vertexShader = createGLShader(gl, gl.VERTEX_SHADER, vertexSource)\n const fragmentShader = createGLShader(gl, gl.FRAGMENT_SHADER, fragmentSource)\n\n gl.attachShader(program, vertexShader)\n gl.attachShader(program, fragmentShader)\n gl.linkProgram(program)\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const info = gl.getProgramInfoLog(program)\n gl.deleteProgram(program)\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n throw new Error(`Failed to link program: ${info}`)\n }\n\n // Clean up shaders after linking\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n\n return program\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Uniform Name */\n/* */\n/**********************************************************************************/\n\nexport const kindToUniformFnName = <T extends UniformKind>(\n kind: T,\n): KIND_TO_UNIFORM_FN_NAME_MAP[T] => {\n switch (kind[0]) {\n // mat\n case 'm':\n return ('Matrix' + kind.slice(3) + 'fv') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // sampler/booleans/integer\n case 's':\n case 'b':\n case 'i':\n return ((kind.match(/\\d/)?.[0] ?? '1') + 'i') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // unsigned integers\n case 'u':\n return ((kind[4] || '1') + 'ui') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // vec\n case 'v':\n return (kind[3] + 'f') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n switch (kind) {\n case 'float':\n return '1f' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n case 'uint':\n return '1ui' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n return '1i' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n }\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Size */\n/* */\n/**********************************************************************************/\n\nexport const kindToSize = <T extends UniformKind>(kind: T): KIND_TO_SIZE_MAP[T] => {\n switch (kind[0]) {\n case 'm':\n const [a, b] = kind.match(/\\d+/g)!.map(Number) as [number, number?]\n return (a * (b ?? a)) as KIND_TO_SIZE_MAP[T]\n case 'v':\n case 'i':\n case 'b':\n case 'u':\n const match = kind.match(/\\d/) as [string] | undefined\n return (match ? +match[0] : 1) as KIND_TO_SIZE_MAP[T]\n default:\n return 1 as KIND_TO_SIZE_MAP[T]\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Guards */\n/* */\n/**********************************************************************************/\n\nexport const isMatKind = <\n T extends UniformKind | AttributeKind,\n TPrefix extends string,\n TPostfix extends string,\n>(\n kind: T,\n): kind is T & `${TPrefix}mat${TPostfix}` => kind.includes('mat')\n\nexport const isSamplerKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}sampler${TPostfix}` => kind.includes('sampler')\n\nexport const isVecKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}vec${TPostfix}` => kind.includes('vec')\n\n/**********************************************************************************/\n/* */\n/* Create Texture */\n/* */\n/**********************************************************************************/\n\nexport function createTexture(\n gl: GL,\n {\n target = 'TEXTURE_2D',\n internalFormat = 'RGBA',\n format = 'RGBA',\n type = 'UNSIGNED_BYTE',\n minFilter = 'NEAREST',\n magFilter = 'NEAREST',\n wrapS = 'CLAMP_TO_EDGE',\n wrapT = 'CLAMP_TO_EDGE',\n width,\n height,\n }: TextureDefinition,\n data?: ArrayBufferView | null,\n): WebGLTexture {\n const texture = gl.createTexture()\n\n function getTextureConstant(name: string) {\n if (!(name in gl)) {\n throw new Error(`Attempted to create webgl2-only texture (${name}) in webgl1`)\n }\n return gl[name as keyof typeof gl] as any\n }\n\n gl.bindTexture(gl[target], texture)\n gl.texImage2D(\n gl[target],\n 0,\n getTextureConstant(internalFormat),\n width,\n height,\n 0,\n getTextureConstant(format),\n getTextureConstant(type),\n data ?? null,\n )\n\n console.log(minFilter)\n // Set texture parameters\n gl.texParameteri(gl[target], gl.TEXTURE_MIN_FILTER, gl[minFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_MAG_FILTER, gl[magFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_S, gl[wrapS])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_T, gl[wrapT])\n\n return texture\n}\n\n/**********************************************************************************/\n/* */\n/* Create Framebuffer */\n/* */\n/**********************************************************************************/\n\nconst FRAMEBUFFER_ATTACHMENT_MAP = {\n color: 'COLOR_ATTACHMENT0',\n depth: 'DEPTH_ATTACHMENT',\n stencil: 'STENCIL_ATTACHMENT',\n depthStencil: 'DEPTH_STENCIL_ATTACHMENT',\n} as const\n\nclass FramebufferError extends Error {\n constructor(gl: GL, status: number) {\n let errorMessage = `Framebuffer '${name}' not complete. Status: `\n switch (status) {\n case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_DIMENSIONS'\n break\n case gl.FRAMEBUFFER_UNSUPPORTED:\n errorMessage += 'FRAMEBUFFER_UNSUPPORTED'\n break\n default:\n errorMessage += `Unknown (${status})`\n }\n super(errorMessage)\n }\n}\n\nexport function createFramebuffer(\n gl: GL,\n { attachment, texture, ...options }: FramebufferDefinition,\n) {\n // Create texture for the framebuffer\n texture ??= createTexture(gl, options)\n\n // Create framebuffer\n const framebuffer = assertedNotNullish(\n gl.createFramebuffer(),\n `Failed to create framebuffer: ${name}`,\n )\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)\n\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n // Determine attachment point based on attachment kind\n gl[FRAMEBUFFER_ATTACHMENT_MAP[attachment]],\n gl.TEXTURE_2D,\n texture,\n 0,\n )\n\n // Check framebuffer completeness\n const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER)\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new FramebufferError(gl, status)\n }\n\n return {\n texture,\n framebuffer,\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Create Upsert */\n/* */\n/**********************************************************************************/\n\ntype UpsertMapKind<T, U> = Map<T, U> | (T extends WeakKey ? WeakMap<T, U> : never)\n\nexport function createUpsertMap<T extends UpsertMapKind<any, any> = Map<any, any>>(\n constructor?: new () => T,\n) {\n const map = new (constructor ?? Map)() as T\n return Object.assign(map, {\n getOrInsert(\n key: T extends UpsertMapKind<infer U, any> ? U : never,\n value: T extends UpsertMapKind<any, infer U> ? () => U : never,\n ) {\n let result = map.get(key)\n if (result) {\n return result\n }\n result = value()\n map.set(key, result)\n return result\n },\n })\n}\n","import { getInstancedArrays, getVertexArrayObject } from './features'\nimport type {\n AttributeMethods,\n AttributeSchema,\n AttributeView,\n BufferSchema,\n BufferView,\n GL,\n UniformView as InferUniformView,\n InterleavedAttributeMethods,\n InterleavedAttributeSchema,\n InterleavedAttributeView,\n UniformSchema,\n View,\n ViewOptions,\n ViewSchema,\n} from './types'\nimport {\n assertedNotNullish,\n createUpsertMap,\n isMatKind,\n isSamplerKind,\n kindToSize,\n kindToUniformFnName,\n ObjectUtils,\n} from './utils'\nexport * from './types'\n\n/**********************************************************************************/\n/* */\n/* To ID */\n/* */\n/**********************************************************************************/\n\nlet index = 0\nconst PREFIX = 'VIEW_GL_ALIAS'\n// Firefox has currently a bug where it can not handle symbol as WeakRef / key for WeakMap\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\nconst HAS_WEAK_SYMBOL = (() => {\n try {\n const symbol = Symbol()\n new WeakMap().set(symbol, '')\n return true\n } catch {\n return false\n }\n})()\n// NOTE: fallback to Map will currently cause a minor memory leak.\nconst SYMBOL_MAP = createUpsertMap(HAS_WEAK_SYMBOL ? WeakMap<symbol, string> : Map<symbol, string>)\n\nexport function toID(key: string | number | symbol) {\n if (typeof key === 'string') {\n return key\n }\n if (typeof key === 'symbol') {\n return SYMBOL_MAP.getOrInsert(key, () => `${PREFIX}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n options?: ViewOptions,\n): View<TSchema> {\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes: !schema.attributes\n ? undefined\n : attributeView(gl, program, schema.attributes, options),\n interleavedAttributes: !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes, options),\n buffers: !schema.buffers ? undefined : bufferView(gl, schema.buffers),\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n // @ts-expect-error - conditional return type based on size is hard to infer\n return ObjectUtils.map(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n if (isSamplerKind(kind)) {\n const location = gl.getUniformLocation(program, name)\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n // Array uniform - support both bulk set and indexed access\n if (size) {\n const bulkFnName = `uniform${kindToUniformFnName(kind)}v`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const bulkFn = gl[bulkFnName].bind(gl)\n const bulkLocation = gl.getUniformLocation(program, name)\n\n const elementFnName = `uniform${kindToUniformFnName(kind)}`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const elementFn = gl[elementFnName].bind(gl)\n\n // Build array of element setters\n const elements: Array<{ set(...args: any[]): void }> = []\n for (let i = 0; i < size; i++) {\n const location = gl.getUniformLocation(program, `${name}[${i}]`)\n elements[i] = {\n set(...args: any[]) {\n elementFn(location, ...args)\n },\n }\n }\n\n // Return array-like object with bulk set\n return Object.assign(elements, {\n set(arg: Float32Array) {\n bulkFn(bulkLocation, arg)\n },\n })\n }\n\n // Non-array uniform\n const location = gl.getUniformLocation(program, name)\n const fnName = `uniform${kindToUniformFnName(kind)}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\n// Shared attribute helper functions\n// between attributeView and interleavedAttributeView\nfunction handleAttribute(\n gl: GL,\n location: number,\n size: number,\n stride: number,\n offset: number,\n type: 'FLOAT' | 'INT',\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, size, gl[type], false, stride, offset)\n\n if (instanced) {\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n assertedNotNullish(getInstancedArrays(gl)).vertexAttribDivisor(location, 1)\n }\n}\n\nexport function attributeView<T extends AttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): AttributeView<T> {\n const attributes = ObjectUtils.map(\n schema,\n (\n { kind, instanced, buffer = assertedNotNullish(gl.createBuffer()) },\n key,\n ): AttributeMethods => {\n const name = toID(key)\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new Error(`Attribute '${name}' not found`)\n }\n\n const size = kindToSize(kind)\n const type = kind.startsWith('i') ? 'INT' : 'FLOAT'\n\n return {\n buffer,\n bind() {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n handleAttribute(gl, location, size, 0, 0, type, instanced)\n },\n dispose() {\n gl.deleteBuffer(buffer)\n },\n set(data, usage = 'STATIC_DRAW') {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, data, gl[usage])\n return this\n },\n }\n },\n )\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(attributes, value => value.dispose())\n })\n\n return attributes\n}\n\n/**********************************************************************************/\n/* */\n/* Interleaved Attribute View */\n/* */\n/**********************************************************************************/\n\nexport function interleavedAttributeView<T extends InterleavedAttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): InterleavedAttributeView<T> {\n // Initialize interleaved attributes\n const interleavedAttributes = ObjectUtils.map(schema, ({ layout, instanced }) => {\n // Increment number to keep track of offset\n let index = 0\n\n // Calculate layout information\n const handles = layout.map(layout => {\n const name = toID(layout.key)\n\n const location = gl.getAttribLocation(program, name)\n\n if (location < 0) {\n throw new Error(`Attribute '${name}' not found`)\n }\n\n const size = kindToSize(layout.kind)\n const offset = index\n const type = layout.kind.startsWith('i') ? 'INT' : 'FLOAT'\n index += size * 4\n\n return () => handleAttribute(gl, location, size, stride, offset, type, instanced)\n })\n\n // Set stride to final index\n const stride = index\n\n // Create a buffer\n const buffer = assertedNotNullish(gl.createBuffer())\n\n // Create VAO to cache attribute state\n let vao: { unbind(): void; bind(): void; dispose(): void } | undefined = undefined\n\n // Get VAO-feature: extension if webgl1, gl if webgl2\n const feature = getVertexArrayObject(gl)\n if (feature) {\n const vertexArray = feature.createVertexArray()\n feature.bindVertexArray(vertexArray)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n for (const handle of handles) {\n handle()\n }\n feature.bindVertexArray(null)\n vao = {\n unbind() {\n feature.bindVertexArray(null)\n },\n bind() {\n feature.bindVertexArray(vertexArray)\n },\n dispose() {\n feature.deleteVertexArray(vertexArray)\n },\n }\n }\n\n return {\n bind() {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n if (vao) {\n vao.bind()\n } else {\n // Fallback: manual attribute setup\n for (const handle of handles) {\n handle()\n }\n }\n },\n unbind() {\n if (vao) {\n vao.unbind()\n }\n },\n dispose() {\n gl.deleteBuffer(buffer)\n if (vao) {\n vao.dispose()\n }\n },\n set(value, usage = 'STATIC_DRAW') {\n if (vao) {\n vao.bind()\n } else {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n }\n gl.bufferData(gl.ARRAY_BUFFER, value, gl[usage])\n if (vao) {\n vao.unbind()\n }\n },\n } satisfies InterleavedAttributeMethods\n })\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(interleavedAttributes, value => value.dispose())\n })\n\n return interleavedAttributes\n}\n\n/**********************************************************************************/\n/* */\n/* Buffer View */\n/* */\n/**********************************************************************************/\n\nexport function bufferView<T extends BufferSchema>(\n gl: GL,\n schema: T,\n { signal }: ViewOptions = {},\n): BufferView<T> {\n // Initialize buffers\n const buffers = ObjectUtils.map(schema, ({ target = 'ARRAY_BUFFER', usage = 'STATIC_DRAW' }) => {\n const buffer = assertedNotNullish(gl.createBuffer())\n return {\n bind() {\n gl.bindBuffer(gl[target], buffer)\n },\n dispose() {\n gl.deleteBuffer(buffer)\n },\n set(data: Float32Array) {\n gl.bindBuffer(gl[target], buffer)\n gl.bufferData(gl[target], data, gl[usage])\n },\n }\n })\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(buffers, value => value.dispose())\n })\n\n return 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{"version":3,"sources":["../src/features.ts","../src/utils/object.ts","../src/utils/index.ts","../src/index.ts"],"sourcesContent":["import { RemoveSuffix } from './type-utils'\nimport type { GL } from './types'\n\nconst INSTANCED_ARRAYS_WRAPPER_MAP = new WeakMap<\n GL,\n RemoveSuffix<\n Pick<\n ANGLE_instanced_arrays,\n 'drawArraysInstancedANGLE' | 'drawElementsInstancedANGLE' | 'vertexAttribDivisorANGLE'\n >,\n 'ANGLE'\n > | null\n>()\nexport function getInstancedArrays(gl: GL) {\n if (gl instanceof WebGL2RenderingContext) return gl\n\n const cached = INSTANCED_ARRAYS_WRAPPER_MAP.get(gl)\n if (cached) return cached\n\n const ext = gl.getExtension('ANGLE_instanced_arrays')\n if (!ext) return undefined\n\n const wrapper = {\n drawArraysInstanced: ext.drawArraysInstancedANGLE.bind(ext),\n drawElementsInstanced: ext.drawElementsInstancedANGLE.bind(ext),\n vertexAttribDivisor: ext.vertexAttribDivisorANGLE.bind(ext),\n }\n INSTANCED_ARRAYS_WRAPPER_MAP.set(gl, wrapper)\n\n return wrapper\n}\n\nconst VERTEX_ARRAY_OBJECT_WRAPPER_MAP = new WeakMap<\n GL,\n RemoveSuffix<\n Pick<\n OES_vertex_array_object,\n 'bindVertexArrayOES' | 'createVertexArrayOES' | 'deleteVertexArrayOES'\n >,\n 'OES'\n > | null\n>()\nexport function getVertexArrayObject(gl: GL) {\n if (gl instanceof WebGL2RenderingContext) return gl\n\n const cached = VERTEX_ARRAY_OBJECT_WRAPPER_MAP.get(gl)\n if (cached) return cached\n\n const ext = gl.getExtension('OES_vertex_array_object')\n if (!ext) return null\n\n const wrapper = {\n bindVertexArray: ext.bindVertexArrayOES.bind(ext),\n createVertexArray: ext.createVertexArrayOES.bind(ext),\n deleteVertexArray: ext.deleteVertexArrayOES.bind(ext),\n }\n VERTEX_ARRAY_OBJECT_WRAPPER_MAP.set(gl, wrapper)\n\n return wrapper\n}\n","export function forEach<T extends Record<string, any>>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => void,\n) {\n let index = 0\n for (const key in value) {\n callback(value[key], key, index)\n index++\n }\n for (const key of Object.getOwnPropertySymbols(value)) {\n callback(value[key as keyof T], key as keyof T, index)\n index++\n }\n}\n\nexport function map<T extends Record<string, any>, TReturn>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => TReturn,\n): { [TKey in keyof T]: TReturn } {\n const result = {} as { [TKey in keyof T]: TReturn }\n\n forEach(value, (value, key, index) => {\n result[key] = callback(value, key, index)\n })\n\n return result\n}\n","import type {\n AttributeKind,\n FramebufferDefinition,\n GL,\n KIND_TO_SIZE_MAP,\n KIND_TO_UNIFORM_FN_NAME_MAP,\n TextureDefinition,\n UniformKind,\n} from '../types'\n\nexport * as ObjectUtils from './object'\n\nexport function assertedNotNullish<T>(value: T, message?: string): NonNullable<T> {\n if (value === undefined || value === null) throw new Error(message)\n return value\n}\n\nfunction createGLShader(gl: GL, type: number, source: string): WebGLShader {\n const shader = gl.createShader(type)\n if (!shader) throw new Error('Failed to create shader')\n\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader)\n gl.deleteShader(shader)\n throw new Error(\n `Failed to compile ${type === gl.VERTEX_SHADER ? 'vertex' : 'fragment'} shader: ${info}`,\n )\n }\n\n return shader\n}\n\nexport function createProgram(gl: GL, vertexSource: string, fragmentSource: string): WebGLProgram {\n const program = gl.createProgram()\n if (!program) throw new Error('Failed to create WebGL program')\n\n const vertexShader = createGLShader(gl, gl.VERTEX_SHADER, vertexSource)\n const fragmentShader = createGLShader(gl, gl.FRAGMENT_SHADER, fragmentSource)\n\n gl.attachShader(program, vertexShader)\n gl.attachShader(program, fragmentShader)\n gl.linkProgram(program)\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const info = gl.getProgramInfoLog(program)\n gl.deleteProgram(program)\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n throw new Error(`Failed to link program: ${info}`)\n }\n\n // Clean up shaders after linking\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n\n return program\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Uniform Name */\n/* */\n/**********************************************************************************/\n\nexport const kindToUniformFnName = <T extends UniformKind>(\n kind: T,\n): KIND_TO_UNIFORM_FN_NAME_MAP[T] => {\n switch (kind[0]) {\n // mat\n case 'm':\n return ('Matrix' + kind.slice(3) + 'fv') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // sampler/booleans/integer\n case 's':\n case 'b':\n case 'i':\n return ((kind.match(/\\d/)?.[0] ?? '1') + 'i') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // unsigned integers\n case 'u':\n return ((kind[4] || '1') + 'ui') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // vec\n case 'v':\n return (kind[3] + 'f') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n switch (kind) {\n case 'float':\n return '1f' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n case 'uint':\n return '1ui' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n return '1i' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n }\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Size */\n/* */\n/**********************************************************************************/\n\nexport const kindToSize = <T extends UniformKind>(kind: T): KIND_TO_SIZE_MAP[T] => {\n switch (kind[0]) {\n case 'm':\n const [a, b] = kind.match(/\\d+/g)!.map(Number) as [number, number?]\n return (a * (b ?? a)) as KIND_TO_SIZE_MAP[T]\n case 'v':\n case 'i':\n case 'b':\n case 'u':\n const match = kind.match(/\\d/) as [string] | undefined\n return (match ? +match[0] : 1) as KIND_TO_SIZE_MAP[T]\n default:\n return 1 as KIND_TO_SIZE_MAP[T]\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Guards */\n/* */\n/**********************************************************************************/\n\nexport const isMatKind = <\n T extends UniformKind | AttributeKind,\n TPrefix extends string,\n TPostfix extends string,\n>(\n kind: T,\n): kind is T & `${TPrefix}mat${TPostfix}` => kind.includes('mat')\n\nexport const isSamplerKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}sampler${TPostfix}` => kind.includes('sampler')\n\nexport const isVecKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}vec${TPostfix}` => kind.includes('vec')\n\n/**********************************************************************************/\n/* */\n/* Create Texture */\n/* */\n/**********************************************************************************/\n\nexport function createTexture(\n gl: GL,\n {\n target = 'TEXTURE_2D',\n internalFormat = 'RGBA',\n format = 'RGBA',\n type = 'UNSIGNED_BYTE',\n minFilter = 'NEAREST',\n magFilter = 'NEAREST',\n wrapS = 'CLAMP_TO_EDGE',\n wrapT = 'CLAMP_TO_EDGE',\n width,\n height,\n }: TextureDefinition,\n data?: ArrayBufferView | null,\n): WebGLTexture {\n const texture = gl.createTexture()\n\n function getTextureConstant(name: string) {\n if (!(name in gl)) {\n throw new Error(`Attempted to create webgl2-only texture (${name}) in webgl1`)\n }\n return gl[name as keyof typeof gl] as any\n }\n\n gl.bindTexture(gl[target], texture)\n gl.texImage2D(\n gl[target],\n 0,\n getTextureConstant(internalFormat),\n width,\n height,\n 0,\n getTextureConstant(format),\n getTextureConstant(type),\n data ?? null,\n )\n\n console.log(minFilter)\n // Set texture parameters\n gl.texParameteri(gl[target], gl.TEXTURE_MIN_FILTER, gl[minFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_MAG_FILTER, gl[magFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_S, gl[wrapS])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_T, gl[wrapT])\n\n return texture\n}\n\n/**********************************************************************************/\n/* */\n/* Create Framebuffer */\n/* */\n/**********************************************************************************/\n\nconst FRAMEBUFFER_ATTACHMENT_MAP = {\n color: 'COLOR_ATTACHMENT0',\n depth: 'DEPTH_ATTACHMENT',\n stencil: 'STENCIL_ATTACHMENT',\n depthStencil: 'DEPTH_STENCIL_ATTACHMENT',\n} as const\n\nclass FramebufferError extends Error {\n constructor(gl: GL, status: number) {\n let errorMessage = `Framebuffer '${name}' not complete. Status: `\n switch (status) {\n case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_DIMENSIONS'\n break\n case gl.FRAMEBUFFER_UNSUPPORTED:\n errorMessage += 'FRAMEBUFFER_UNSUPPORTED'\n break\n default:\n errorMessage += `Unknown (${status})`\n }\n super(errorMessage)\n }\n}\n\nexport function createFramebuffer(\n gl: GL,\n { attachment, texture, ...options }: FramebufferDefinition,\n) {\n // Create texture for the framebuffer\n texture ??= createTexture(gl, options)\n\n // Create framebuffer\n const framebuffer = assertedNotNullish(\n gl.createFramebuffer(),\n `Failed to create framebuffer: ${name}`,\n )\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)\n\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n // Determine attachment point based on attachment kind\n gl[FRAMEBUFFER_ATTACHMENT_MAP[attachment]],\n gl.TEXTURE_2D,\n texture,\n 0,\n )\n\n // Check framebuffer completeness\n const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER)\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new FramebufferError(gl, status)\n }\n\n return {\n texture,\n framebuffer,\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Create Upsert */\n/* */\n/**********************************************************************************/\n\ntype UpsertMapKind<T, U> = Map<T, U> | (T extends WeakKey ? WeakMap<T, U> : never)\n\nexport function createUpsertMap<T extends UpsertMapKind<any, any> = Map<any, any>>(\n constructor?: new () => T,\n) {\n const map = new (constructor ?? Map)() as T\n return Object.assign(map, {\n getOrInsert(\n key: T extends UpsertMapKind<infer U, any> ? U : never,\n value: T extends UpsertMapKind<any, infer U> ? () => U : never,\n ) {\n let result = map.get(key)\n if (result) {\n return result\n }\n result = value()\n map.set(key, result)\n return result\n },\n })\n}\n","import { getInstancedArrays, getVertexArrayObject } from './features'\nimport type {\n AttributeMethods,\n AttributeSchema,\n AttributeView,\n BufferSchema,\n BufferView,\n GL,\n UniformView as InferUniformView,\n InterleavedAttributeMethods,\n InterleavedAttributeSchema,\n InterleavedAttributeView,\n UniformSchema,\n View,\n ViewOptions,\n ViewSchema,\n} from './types'\nimport {\n assertedNotNullish,\n createUpsertMap,\n isMatKind,\n isSamplerKind,\n kindToSize,\n kindToUniformFnName,\n ObjectUtils,\n} from './utils'\nexport * from './types'\n\n/**********************************************************************************/\n/* */\n/* To ID */\n/* */\n/**********************************************************************************/\n\nlet index = 0\nconst PREFIX = 'VIEW_GL_ALIAS'\n// Firefox has currently a bug where it can not handle symbol as WeakRef / key for WeakMap\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\nconst HAS_WEAK_SYMBOL = (() => {\n try {\n const symbol = Symbol()\n new WeakMap().set(symbol, '')\n return true\n } catch {\n return false\n }\n})()\n// NOTE: fallback to Map will currently cause a minor memory leak.\nconst SYMBOL_MAP = createUpsertMap(HAS_WEAK_SYMBOL ? WeakMap<symbol, string> : Map<symbol, string>)\n\nexport function toID(key: string | number | symbol) {\n if (typeof key === 'string') {\n return key\n }\n if (typeof key === 'symbol') {\n return SYMBOL_MAP.getOrInsert(key, () => `${PREFIX}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n options?: ViewOptions,\n): View<TSchema> {\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes: !schema.attributes\n ? undefined\n : attributeView(gl, program, schema.attributes, options),\n interleavedAttributes: !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes, options),\n buffers: !schema.buffers ? undefined : bufferView(gl, schema.buffers),\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n // @ts-expect-error - conditional return type based on size is hard to infer\n return ObjectUtils.map(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n if (isSamplerKind(kind)) {\n const location = gl.getUniformLocation(program, name)\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n // Array uniform - support both bulk set and indexed access\n if (size) {\n const bulkFnName = `uniform${kindToUniformFnName(kind)}v`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const bulkFn = gl[bulkFnName].bind(gl)\n const bulkLocation = gl.getUniformLocation(program, name)\n\n const elementFnName = `uniform${kindToUniformFnName(kind)}`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const elementFn = gl[elementFnName].bind(gl)\n\n // Build array of element setters\n const elements: Array<{ set(...args: any[]): void }> = []\n for (let i = 0; i < size; i++) {\n const location = gl.getUniformLocation(program, `${name}[${i}]`)\n elements[i] = {\n set(...args: any[]) {\n elementFn(location, ...args)\n },\n }\n }\n\n // Return array-like object with bulk set\n return Object.assign(elements, {\n set(arg: Float32Array) {\n bulkFn(bulkLocation, arg)\n },\n })\n }\n\n // Non-array uniform\n const location = gl.getUniformLocation(program, name)\n const fnName = `uniform${kindToUniformFnName(kind)}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\n// Shared attribute helper functions\n// between attributeView and interleavedAttributeView\nfunction handleAttribute(\n gl: GL,\n location: number,\n size: number,\n stride: number,\n offset: number,\n type: 'FLOAT' | 'INT',\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, size, gl[type], false, stride, offset)\n\n if (instanced) {\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n assertedNotNullish(getInstancedArrays(gl)).vertexAttribDivisor(location, 1)\n }\n}\n\nexport function attributeView<T extends AttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): AttributeView<T> {\n const attributes = ObjectUtils.map(\n schema,\n (\n { kind, instanced, buffer = assertedNotNullish(gl.createBuffer()) },\n key,\n ): AttributeMethods => {\n const name = toID(key)\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new Error(`Attribute '${name}' not found`)\n }\n\n const size = kindToSize(kind)\n const type = kind.startsWith('i') ? 'INT' : 'FLOAT'\n\n return {\n buffer,\n bind() {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n handleAttribute(gl, location, size, 0, 0, type, instanced)\n },\n dispose() {\n gl.deleteBuffer(buffer)\n },\n set(data, usage = 'STATIC_DRAW') {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, data, gl[usage])\n return this\n },\n }\n },\n )\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(attributes, value => value.dispose())\n })\n\n return attributes\n}\n\n/**********************************************************************************/\n/* */\n/* Interleaved Attribute View */\n/* */\n/**********************************************************************************/\n\nexport function interleavedAttributeView<T extends InterleavedAttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): InterleavedAttributeView<T> {\n // Initialize interleaved attributes\n const interleavedAttributes = ObjectUtils.map(schema, ({ layout, instanced }) => {\n // Increment number to keep track of offset\n let index = 0\n\n // Calculate layout information\n const handles = layout.map(layout => {\n const name = toID(layout.key)\n\n const location = gl.getAttribLocation(program, name)\n\n if (location < 0) {\n throw new Error(`Attribute '${name}' not found`)\n }\n\n const size = kindToSize(layout.kind)\n const offset = index\n const type = layout.kind.startsWith('i') ? 'INT' : 'FLOAT'\n index += size * 4\n\n return () => handleAttribute(gl, location, size, stride, offset, type, instanced)\n })\n\n // Set stride to final index\n const stride = index\n\n // Create a buffer\n const buffer = assertedNotNullish(gl.createBuffer())\n\n // Create VAO to cache attribute state\n let vao: { unbind(): void; bind(): void; dispose(): void } | undefined = undefined\n\n // Get VAO-feature: extension if webgl1, gl if webgl2\n const feature = getVertexArrayObject(gl)\n if (feature) {\n const vertexArray = feature.createVertexArray()\n feature.bindVertexArray(vertexArray)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n for (const handle of handles) {\n handle()\n }\n feature.bindVertexArray(null)\n vao = {\n unbind() {\n feature.bindVertexArray(null)\n },\n bind() {\n feature.bindVertexArray(vertexArray)\n },\n dispose() {\n feature.deleteVertexArray(vertexArray)\n },\n }\n }\n\n return {\n bind() {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n if (vao) {\n vao.bind()\n } else {\n // Fallback: manual attribute setup\n for (const handle of handles) {\n handle()\n }\n }\n },\n unbind() {\n if (vao) {\n vao.unbind()\n }\n },\n dispose() {\n gl.deleteBuffer(buffer)\n if (vao) {\n vao.dispose()\n }\n },\n set(value, usage = 'STATIC_DRAW') {\n if (vao) {\n vao.bind()\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, value, gl[usage])\n if (vao) {\n vao.unbind()\n }\n },\n } satisfies InterleavedAttributeMethods\n })\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(interleavedAttributes, value => value.dispose())\n })\n\n return interleavedAttributes\n}\n\n/**********************************************************************************/\n/* */\n/* Buffer View */\n/* */\n/**********************************************************************************/\n\nexport function bufferView<T extends BufferSchema>(\n gl: GL,\n schema: T,\n { signal }: ViewOptions = {},\n): BufferView<T> {\n // Initialize buffers\n const buffers = ObjectUtils.map(schema, ({ target = 'ARRAY_BUFFER', usage = 'STATIC_DRAW' }) => {\n const buffer = assertedNotNullish(gl.createBuffer())\n return {\n bind() {\n gl.bindBuffer(gl[target], buffer)\n },\n dispose() {\n gl.deleteBuffer(buffer)\n },\n set(data: Float32Array) {\n gl.bindBuffer(gl[target], buffer)\n gl.bufferData(gl[target], data, gl[usage])\n },\n }\n })\n\n signal?.addEventListener('abort', function dispose() {\n ObjectUtils.forEach(buffers, value => value.dispose())\n })\n\n return 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|
package/dist/index.mjs
CHANGED
package/dist/tag.mjs
CHANGED
package/package.json
CHANGED
package/src/index.ts
CHANGED
|
@@ -325,9 +325,8 @@ export function interleavedAttributeView<T extends InterleavedAttributeSchema>(
|
|
|
325
325
|
set(value, usage = 'STATIC_DRAW') {
|
|
326
326
|
if (vao) {
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|
327
327
|
vao.bind()
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|
328
|
-
} else {
|
|
329
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-
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
|
|
330
328
|
}
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|
329
|
+
gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
|
|
331
330
|
gl.bufferData(gl.ARRAY_BUFFER, value, gl[usage])
|
|
332
331
|
if (vao) {
|
|
333
332
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vao.unbind()
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package/dev/dist/404.html
DELETED
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@@ -1,19 +0,0 @@
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1
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-
<!DOCTYPE html>
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2
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-
<html>
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3
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<head>
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4
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-
<meta charset="utf-8">
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5
|
-
<title>view.gl</title>
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6
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-
<script>
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7
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-
// Redirect to index.html with the current path as a query parameter
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8
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-
const path = window.location.pathname.slice(1); // Remove leading slash
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|
9
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-
if (path) {
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-
window.location.replace(window.location.origin + '/?redirect=' + path);
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-
} else {
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window.location.replace(window.location.origin);
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}
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-
</script>
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-
</head>
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-
<body>
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Redirecting...
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-
</body>
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-
</html>
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|
@@ -1,294 +0,0 @@
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1
|
-
import { i as interleave, u as uniform, a as attribute, g as glsl, c as compile, v as view } from './tag-C_bg62fD.js';
|
|
2
|
-
import { c as createElement, a as cursor } from './utils-CvCgsM08.js';
|
|
3
|
-
|
|
4
|
-
const canvas = createElement("canvas");
|
|
5
|
-
canvas.width = window.innerWidth;
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6
|
-
canvas.height = window.innerHeight;
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7
|
-
const gl = canvas.getContext("webgl2", { antialias: true });
|
|
8
|
-
if (!gl) {
|
|
9
|
-
throw new Error("WebGL not supported");
|
|
10
|
-
}
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11
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-
const state = {
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12
|
-
position: { x: 0, y: 0 },
|
|
13
|
-
// Pan offset in screen pixels
|
|
14
|
-
scale: 1,
|
|
15
|
-
// Zoom level
|
|
16
|
-
controlPoints: [
|
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17
|
-
{ x: 200, y: 400 },
|
|
18
|
-
// P0: Start point of the bezier curve
|
|
19
|
-
{ x: 400, y: 100 },
|
|
20
|
-
// P1: Control point (influences curvature)
|
|
21
|
-
{ x: 600, y: 400 }
|
|
22
|
-
// P2: End point of the bezier curve
|
|
23
|
-
],
|
|
24
|
-
dragIndex: -1
|
|
25
|
-
// Index of control point being dragged (-1 = none)
|
|
26
|
-
};
|
|
27
|
-
function screenToWorld(screenX, screenY) {
|
|
28
|
-
return {
|
|
29
|
-
x: (screenX - state.position.x) / state.scale,
|
|
30
|
-
y: (screenY - state.position.y) / state.scale
|
|
31
|
-
};
|
|
32
|
-
}
|
|
33
|
-
function worldToScreen(worldX, worldY) {
|
|
34
|
-
return {
|
|
35
|
-
x: worldX * state.scale + state.position.x,
|
|
36
|
-
y: worldY * state.scale + state.position.y
|
|
37
|
-
};
|
|
38
|
-
}
|
|
39
|
-
function getControlPointAt(x, y, threshold = 20) {
|
|
40
|
-
for (let i = 0; i < state.controlPoints.length; i++) {
|
|
41
|
-
const screen = worldToScreen(state.controlPoints[i].x, state.controlPoints[i].y);
|
|
42
|
-
const dx = x - screen.x;
|
|
43
|
-
const dy = y - screen.y;
|
|
44
|
-
if (dx * dx + dy * dy < threshold * threshold) {
|
|
45
|
-
return i;
|
|
46
|
-
}
|
|
47
|
-
}
|
|
48
|
-
return -1;
|
|
49
|
-
}
|
|
50
|
-
canvas.addEventListener("pointerdown", (event) => {
|
|
51
|
-
const hitIndex = getControlPointAt(event.clientX, event.clientY);
|
|
52
|
-
if (hitIndex >= 0) {
|
|
53
|
-
state.dragIndex = hitIndex;
|
|
54
|
-
cursor(event, (event2) => {
|
|
55
|
-
const world = screenToWorld(event2.clientX, event2.clientY);
|
|
56
|
-
state.controlPoints[state.dragIndex] = world;
|
|
57
|
-
render();
|
|
58
|
-
});
|
|
59
|
-
} else {
|
|
60
|
-
cursor(event, (event2) => {
|
|
61
|
-
state.position.x -= event2.deltaX;
|
|
62
|
-
state.position.y -= event2.deltaY;
|
|
63
|
-
render();
|
|
64
|
-
});
|
|
65
|
-
}
|
|
66
|
-
});
|
|
67
|
-
canvas.addEventListener(
|
|
68
|
-
"wheel",
|
|
69
|
-
(event) => {
|
|
70
|
-
const rect = canvas.getBoundingClientRect();
|
|
71
|
-
const mouseX = event.clientX - rect.left;
|
|
72
|
-
const mouseY = event.clientY - rect.top;
|
|
73
|
-
const scaleFactor = event.deltaY > 0 ? 0.95 : 1.05;
|
|
74
|
-
const oldScale = state.scale;
|
|
75
|
-
const newScale = Math.max(0.1, Math.min(10, oldScale * scaleFactor));
|
|
76
|
-
const worldX = (mouseX - state.position.x) / oldScale;
|
|
77
|
-
const worldY = (mouseY - state.position.y) / oldScale;
|
|
78
|
-
state.scale = newScale;
|
|
79
|
-
state.position.x = mouseX - worldX * newScale;
|
|
80
|
-
state.position.y = mouseY - worldY * newScale;
|
|
81
|
-
render();
|
|
82
|
-
},
|
|
83
|
-
{ passive: true }
|
|
84
|
-
);
|
|
85
|
-
window.addEventListener("resize", () => {
|
|
86
|
-
canvas.width = window.innerWidth;
|
|
87
|
-
canvas.height = window.innerHeight;
|
|
88
|
-
render();
|
|
89
|
-
});
|
|
90
|
-
const curveVertex = glsl`#version 300 es
|
|
91
|
-
// Attributes (per-vertex data)
|
|
92
|
-
${interleave("data", [
|
|
93
|
-
attribute.float("a_t"),
|
|
94
|
-
attribute.float("a_side")
|
|
95
|
-
])} // Bezier parameter t ∈ [0,1]
|
|
96
|
-
|
|
97
|
-
// Uniforms (shared data for all vertices)
|
|
98
|
-
${uniform.vec2("u_resolution")} // Canvas size in pixels
|
|
99
|
-
${uniform.vec2("u_offset")} // Pan offset in pixels
|
|
100
|
-
${uniform.float("u_scale")} // Zoom level
|
|
101
|
-
${uniform.vec2("u_p0")} // Control point P0 (start)
|
|
102
|
-
${uniform.vec2("u_p1")} // Control point P1 (control)
|
|
103
|
-
${uniform.vec2("u_p2")} // Control point P2 (end)
|
|
104
|
-
${uniform.float("u_thickness")} // Curve thickness in world units
|
|
105
|
-
|
|
106
|
-
void main() {
|
|
107
|
-
// STEP 1: Evaluate the quadratic bezier curve at parameter t
|
|
108
|
-
// Quadratic bezier formula: B(t) = (1-t)²P0 + 2t(1-t)P1 + t²P2
|
|
109
|
-
float t = a_t;
|
|
110
|
-
float s = 1.0 - t; // s is often used for (1-t) for brevity
|
|
111
|
-
|
|
112
|
-
// Calculate the position on the curve
|
|
113
|
-
vec2 position = s * s * u_p0 + // (1-t)² * P0
|
|
114
|
-
2.0 * s * t * u_p1 + // 2(1-t)t * P1
|
|
115
|
-
t * t * u_p2; // t² * P2
|
|
116
|
-
|
|
117
|
-
// STEP 2: Calculate the tangent vector at this point
|
|
118
|
-
// The derivative of the bezier curve gives us the tangent
|
|
119
|
-
// B'(t) = 2(1-t)(P1-P0) + 2t(P2-P1)
|
|
120
|
-
vec2 tangent = 2.0 * s * (u_p1 - u_p0) + 2.0 * t * (u_p2 - u_p1);
|
|
121
|
-
|
|
122
|
-
// STEP 3: Create a normal vector (perpendicular to tangent)
|
|
123
|
-
// Rotate tangent 90 degrees: (x,y) → (-y,x)
|
|
124
|
-
vec2 normal = normalize(vec2(-tangent.y, tangent.x));
|
|
125
|
-
|
|
126
|
-
// STEP 4: Offset the curve position to create thickness
|
|
127
|
-
// Move the vertex perpendicular to the curve by thickness * side
|
|
128
|
-
vec2 offsetPosition = position + normal * u_thickness * a_side;
|
|
129
|
-
|
|
130
|
-
// STEP 5: Transform from world space to screen space
|
|
131
|
-
vec2 screenPos = offsetPosition * u_scale + u_offset;
|
|
132
|
-
|
|
133
|
-
// STEP 6: Convert to clip space (OpenGL's coordinate system)
|
|
134
|
-
// Screen space: (0,0) is top-left, (width,height) is bottom-right
|
|
135
|
-
// Clip space: (-1,-1) is bottom-left, (1,1) is top-right
|
|
136
|
-
vec2 clipPos = (screenPos / u_resolution) * 2.0 - 1.0;
|
|
137
|
-
clipPos.y = -clipPos.y; // Flip Y to match screen coordinates
|
|
138
|
-
|
|
139
|
-
gl_Position = vec4(clipPos, 0, 1);
|
|
140
|
-
}`;
|
|
141
|
-
const curveFragment = glsl`#version 300 es
|
|
142
|
-
precision mediump float;
|
|
143
|
-
out vec4 fragColor;
|
|
144
|
-
|
|
145
|
-
void main() {
|
|
146
|
-
// Output a solid blue color for the curve
|
|
147
|
-
vec3 curveColor = vec3(0.2, 0.6, 1.0);
|
|
148
|
-
fragColor = vec4(curveColor, 1.0);
|
|
149
|
-
}`;
|
|
150
|
-
const pointVertex = glsl`#version 300 es
|
|
151
|
-
${attribute.vec2("a_vertex")} // Quad vertex position (-1 to 1)
|
|
152
|
-
${uniform.vec2("u_resolution")} // Canvas size
|
|
153
|
-
${uniform.vec2("u_offset")} // Pan offset
|
|
154
|
-
${uniform.float("u_scale")} // Zoom level
|
|
155
|
-
${uniform.vec2("u_pointPos")} // Control point position in world space
|
|
156
|
-
|
|
157
|
-
void main() {
|
|
158
|
-
// Create a small square around the control point position
|
|
159
|
-
vec2 screenPos = (u_pointPos * u_scale + u_offset) + a_vertex * 8.0;
|
|
160
|
-
|
|
161
|
-
// Transform to clip space
|
|
162
|
-
vec2 clipPos = (screenPos / u_resolution) * 2.0 - 1.0;
|
|
163
|
-
clipPos.y = -clipPos.y;
|
|
164
|
-
gl_Position = vec4(clipPos, 0, 1);
|
|
165
|
-
}`;
|
|
166
|
-
const pointFragment = glsl`#version 300 es
|
|
167
|
-
precision mediump float;
|
|
168
|
-
out vec4 fragColor;
|
|
169
|
-
|
|
170
|
-
void main() {
|
|
171
|
-
// Red color for control points
|
|
172
|
-
fragColor = vec4(1.0, 0.3, 0.3, 1.0);
|
|
173
|
-
}`;
|
|
174
|
-
const lineVertex = glsl`#version 300 es
|
|
175
|
-
${attribute.vec2("a_position")} // Line vertex position
|
|
176
|
-
${uniform.vec2("u_resolution")} // Canvas size
|
|
177
|
-
${uniform.vec2("u_offset")} // Pan offset
|
|
178
|
-
${uniform.float("u_scale")} // Zoom level
|
|
179
|
-
|
|
180
|
-
void main() {
|
|
181
|
-
// Transform world position to screen space then clip space
|
|
182
|
-
vec2 screenPos = a_position * u_scale + u_offset;
|
|
183
|
-
vec2 clipPos = (screenPos / u_resolution) * 2.0 - 1.0;
|
|
184
|
-
clipPos.y = -clipPos.y;
|
|
185
|
-
gl_Position = vec4(clipPos, 0, 1);
|
|
186
|
-
}`;
|
|
187
|
-
const lineFragment = glsl`#version 300 es
|
|
188
|
-
precision mediump float;
|
|
189
|
-
out vec4 fragColor;
|
|
190
|
-
|
|
191
|
-
void main() {
|
|
192
|
-
// Semi-transparent gray for control polygon
|
|
193
|
-
fragColor = vec4(0.5, 0.5, 0.5, 0.5);
|
|
194
|
-
}`;
|
|
195
|
-
const { program: curveProgram, schema: curveSchema } = compile(gl, curveVertex, curveFragment);
|
|
196
|
-
const curveView = view(gl, curveProgram, curveSchema);
|
|
197
|
-
const { program: pointProgram, schema: pointSchema } = compile(gl, pointVertex, pointFragment);
|
|
198
|
-
const pointView = view(gl, pointProgram, pointSchema);
|
|
199
|
-
const { program: lineProgram, schema: lineSchema } = compile(gl, lineVertex, lineFragment);
|
|
200
|
-
const lineView = view(gl, lineProgram, lineSchema);
|
|
201
|
-
const curveSegments = 100;
|
|
202
|
-
function generateTriangleStrip() {
|
|
203
|
-
return new Float32Array(
|
|
204
|
-
function* () {
|
|
205
|
-
for (let i = 0; i <= curveSegments; i++) {
|
|
206
|
-
const t = i / curveSegments;
|
|
207
|
-
yield t;
|
|
208
|
-
yield -1;
|
|
209
|
-
yield t;
|
|
210
|
-
yield 1;
|
|
211
|
-
}
|
|
212
|
-
}()
|
|
213
|
-
);
|
|
214
|
-
}
|
|
215
|
-
const stripData = generateTriangleStrip();
|
|
216
|
-
curveView.interleavedAttributes.data.set(stripData);
|
|
217
|
-
const pointVertices = new Float32Array([
|
|
218
|
-
-1,
|
|
219
|
-
-1,
|
|
220
|
-
// Bottom-left
|
|
221
|
-
1,
|
|
222
|
-
-1,
|
|
223
|
-
// Bottom-right
|
|
224
|
-
-1,
|
|
225
|
-
1,
|
|
226
|
-
// Top-left
|
|
227
|
-
-1,
|
|
228
|
-
1,
|
|
229
|
-
// Top-left (repeated for second triangle)
|
|
230
|
-
1,
|
|
231
|
-
-1,
|
|
232
|
-
// Bottom-right (repeated for second triangle)
|
|
233
|
-
1,
|
|
234
|
-
1
|
|
235
|
-
// Top-right
|
|
236
|
-
]);
|
|
237
|
-
pointView.attributes.a_vertex.set(pointVertices);
|
|
238
|
-
function updateLineData() {
|
|
239
|
-
const lineVerticesData = new Float32Array([
|
|
240
|
-
state.controlPoints[0].x,
|
|
241
|
-
state.controlPoints[0].y,
|
|
242
|
-
// P0
|
|
243
|
-
state.controlPoints[1].x,
|
|
244
|
-
state.controlPoints[1].y,
|
|
245
|
-
// P1
|
|
246
|
-
state.controlPoints[1].x,
|
|
247
|
-
state.controlPoints[1].y,
|
|
248
|
-
// P1 (repeated)
|
|
249
|
-
state.controlPoints[2].x,
|
|
250
|
-
state.controlPoints[2].y
|
|
251
|
-
// P2
|
|
252
|
-
]);
|
|
253
|
-
lineView.attributes.a_position.set(lineVerticesData);
|
|
254
|
-
}
|
|
255
|
-
updateLineData();
|
|
256
|
-
function render() {
|
|
257
|
-
if (canvas.width !== window.innerWidth || canvas.height !== window.innerHeight) {
|
|
258
|
-
canvas.width = window.innerWidth;
|
|
259
|
-
canvas.height = window.innerHeight;
|
|
260
|
-
}
|
|
261
|
-
gl.viewport(0, 0, canvas.width, canvas.height);
|
|
262
|
-
gl.clearColor(0.1, 0.1, 0.15, 1);
|
|
263
|
-
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
264
|
-
gl.enable(gl.BLEND);
|
|
265
|
-
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
|
|
266
|
-
updateLineData();
|
|
267
|
-
gl.useProgram(lineProgram);
|
|
268
|
-
lineView.attributes.a_position.bind();
|
|
269
|
-
lineView.uniforms.u_resolution.set(canvas.width, canvas.height);
|
|
270
|
-
lineView.uniforms.u_offset.set(state.position.x, state.position.y);
|
|
271
|
-
lineView.uniforms.u_scale.set(state.scale);
|
|
272
|
-
gl.drawArrays(gl.LINES, 0, 4);
|
|
273
|
-
gl.useProgram(curveProgram);
|
|
274
|
-
curveView.interleavedAttributes.data.bind();
|
|
275
|
-
curveView.uniforms.u_resolution.set(canvas.width, canvas.height);
|
|
276
|
-
curveView.uniforms.u_offset.set(state.position.x, state.position.y);
|
|
277
|
-
curveView.uniforms.u_scale.set(state.scale);
|
|
278
|
-
curveView.uniforms.u_p0.set(state.controlPoints[0].x, state.controlPoints[0].y);
|
|
279
|
-
curveView.uniforms.u_p1.set(state.controlPoints[1].x, state.controlPoints[1].y);
|
|
280
|
-
curveView.uniforms.u_p2.set(state.controlPoints[2].x, state.controlPoints[2].y);
|
|
281
|
-
curveView.uniforms.u_thickness.set(5);
|
|
282
|
-
gl.drawArrays(gl.TRIANGLE_STRIP, 0, (curveSegments + 1) * 2);
|
|
283
|
-
curveView.interleavedAttributes.data.unbind();
|
|
284
|
-
gl.useProgram(pointProgram);
|
|
285
|
-
pointView.attributes.a_vertex.bind();
|
|
286
|
-
pointView.uniforms.u_resolution.set(canvas.width, canvas.height);
|
|
287
|
-
pointView.uniforms.u_offset.set(state.position.x, state.position.y);
|
|
288
|
-
pointView.uniforms.u_scale.set(state.scale);
|
|
289
|
-
for (const point of state.controlPoints) {
|
|
290
|
-
pointView.uniforms.u_pointPos.set(point.x, point.y);
|
|
291
|
-
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
|
292
|
-
}
|
|
293
|
-
}
|
|
294
|
-
render();
|