@bigmistqke/view.gl 0.1.19 → 0.3.0

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.
Files changed (44) hide show
  1. package/README.md +82 -27
  2. package/dev/dist/404.html +19 -0
  3. package/dev/dist/assets/bezier-DrA4cU_H.js +292 -0
  4. package/dev/dist/assets/game-of-life-BYlzWhEL.js +186 -0
  5. package/dev/dist/assets/glsl-composition-D_BaFFij.js +97 -0
  6. package/dev/dist/assets/grid-DfXHNLBm.js +181 -0
  7. package/dev/dist/assets/index-C2N3u8wj.css +12 -0
  8. package/dev/dist/assets/index-D-N0FDYs.js +110 -0
  9. package/dev/dist/assets/main-CSE2fki3.js +32 -0
  10. package/dev/dist/assets/overview-IeUhUflE.js +80 -0
  11. package/dev/dist/assets/pix-sim-DMJJA_WO.js +500 -0
  12. package/dev/dist/assets/ray-casting-DTQetDPd.js +411 -0
  13. package/dev/dist/assets/ray-casting-modules-Dkfw4tdc.js +765 -0
  14. package/dev/dist/assets/sdf-CS0uBonx.js +66 -0
  15. package/dev/dist/assets/symbol-BL_7GJ0M.js +67 -0
  16. package/dev/dist/assets/tag-C0Vskpp8.js +833 -0
  17. package/dev/dist/assets/tetris-D8mokodr.js +344 -0
  18. package/dev/dist/assets/utils-2dzuv_bW.js +62 -0
  19. package/dev/dist/index.html +51 -0
  20. package/dist/chunk-BZDGEIOT.mjs +278 -0
  21. package/dist/chunk-BZDGEIOT.mjs.map +1 -0
  22. package/dist/chunk-X4M3LV4R.mjs +433 -0
  23. package/dist/chunk-X4M3LV4R.mjs.map +1 -0
  24. package/dist/gl.d.mts +2 -2
  25. package/dist/gl.mjs +1 -1
  26. package/dist/index.d.mts +23 -6
  27. package/dist/index.mjs +9 -2
  28. package/dist/tag.d.mts +6 -1
  29. package/dist/tag.mjs +13 -5
  30. package/dist/tag.mjs.map +1 -1
  31. package/dist/{types-DTSPQclW.d.mts → types-CNdqh7tB.d.mts} +121 -8
  32. package/package.json +1 -1
  33. package/src/gl.ts +13 -2
  34. package/src/index.ts +294 -122
  35. package/src/tag.ts +18 -2
  36. package/src/types.ts +127 -7
  37. package/src/utils.ts +45 -10
  38. package/test/index.test.ts +339 -84
  39. package/test/mocks/webgl.ts +20 -0
  40. package/test/tag.test.ts +41 -0
  41. package/dist/chunk-CJTT7WPV.mjs +0 -75
  42. package/dist/chunk-CJTT7WPV.mjs.map +0 -1
  43. package/dist/chunk-ZP4HP5H7.mjs +0 -405
  44. package/dist/chunk-ZP4HP5H7.mjs.map +0 -1
@@ -0,0 +1,278 @@
1
+ // src/utils.ts
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+ function assertedNotNullish(value, message) {
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+ if (value === void 0 || value === null) throw new Error(message);
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+ return value;
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+ }
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+ function once(teardown) {
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+ let done = false;
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+ return () => {
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+ if (done) return;
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+ done = true;
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+ teardown();
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+ };
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+ }
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+ var kindToUniformFnName = (kind) => {
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+ switch (kind[0]) {
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+ // mat
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+ case "m":
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+ return "Matrix" + kind.slice(3) + "fv";
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+ // sampler/booleans/integer
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+ case "s":
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+ case "b":
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+ case "i":
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+ return (kind.match(/\d/)?.[0] ?? "1") + "i";
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+ // unsigned integers
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+ case "u":
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+ return (kind[4] || "1") + "ui";
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+ // vec
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+ case "v":
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+ return kind[3] + "f";
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+ default:
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+ switch (kind) {
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+ case "float":
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+ return "1f";
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+ case "uint":
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+ return "1ui";
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+ default:
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+ return "1i";
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+ }
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+ }
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+ };
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+ var kindToSize = (kind) => {
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+ switch (kind[0]) {
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+ case "m":
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+ const [a, b] = kind.match(/\d+/g).map(Number);
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+ return a * (b ?? a);
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+ case "v":
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+ case "i":
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+ case "b":
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+ case "u":
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+ const match = kind.match(/\d/);
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+ return match ? +match[0] : 1;
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+ default:
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+ return 1;
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+ }
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+ };
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+ var isMatKind = (kind) => kind.includes("mat");
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+ var isSamplerKind = (kind) => kind.includes("sampler");
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+ function createTexture(gl, {
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+ target = "TEXTURE_2D",
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+ internalFormat = "RGBA",
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+ format = "RGBA",
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+ type = "UNSIGNED_BYTE",
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+ minFilter = "NEAREST",
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+ magFilter = "NEAREST",
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+ wrapS = "CLAMP_TO_EDGE",
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+ wrapT = "CLAMP_TO_EDGE",
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+ width,
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+ height
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+ }, data, { signal } = {}) {
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+ const texture = assertedNotNullish(gl.createTexture(), "Failed to create texture");
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+ function getTextureConstant(name) {
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+ if (!(name in gl)) {
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+ throw new Error(`Attempted to create webgl2-only texture (${name}) in webgl1`);
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+ }
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+ return gl[name];
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+ }
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+ gl.bindTexture(gl[target], texture);
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+ gl.texImage2D(
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+ gl[target],
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+ 0,
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+ getTextureConstant(internalFormat),
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+ width,
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+ height,
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+ 0,
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+ getTextureConstant(format),
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+ getTextureConstant(type),
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+ data ?? null
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+ );
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+ gl.texParameteri(gl[target], gl.TEXTURE_MIN_FILTER, gl[minFilter]);
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+ gl.texParameteri(gl[target], gl.TEXTURE_MAG_FILTER, gl[magFilter]);
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+ gl.texParameteri(gl[target], gl.TEXTURE_WRAP_S, gl[wrapS]);
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+ gl.texParameteri(gl[target], gl.TEXTURE_WRAP_T, gl[wrapT]);
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+ signal?.addEventListener(
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+ "abort",
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+ once(() => gl.deleteTexture(texture))
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+ );
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+ return texture;
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+ }
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+ var FRAMEBUFFER_ATTACHMENT_MAP = {
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+ color: "COLOR_ATTACHMENT0",
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+ depth: "DEPTH_ATTACHMENT",
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+ stencil: "STENCIL_ATTACHMENT",
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+ depthStencil: "DEPTH_STENCIL_ATTACHMENT"
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+ };
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+ var FramebufferError = class extends Error {
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+ constructor(gl, status) {
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+ let errorMessage = "Framebuffer not complete. Status: ";
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+ switch (status) {
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+ case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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+ errorMessage += "FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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+ break;
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+ case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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+ errorMessage += "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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+ break;
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+ case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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+ errorMessage += "FRAMEBUFFER_INCOMPLETE_DIMENSIONS";
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+ break;
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+ case gl.FRAMEBUFFER_UNSUPPORTED:
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+ errorMessage += "FRAMEBUFFER_UNSUPPORTED";
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+ break;
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+ default:
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+ errorMessage += `Unknown (${status})`;
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+ }
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+ super(errorMessage);
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+ }
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+ };
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+ function createFramebuffer(gl, { attachment, texture: providedTexture, ...definition }, { signal } = {}) {
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+ const texture = providedTexture ?? createTexture(gl, definition);
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+ const framebuffer = assertedNotNullish(gl.createFramebuffer(), "Failed to create framebuffer");
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+ gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
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+ gl.framebufferTexture2D(
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+ gl.FRAMEBUFFER,
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+ // Determine attachment point based on attachment kind
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+ gl[FRAMEBUFFER_ATTACHMENT_MAP[attachment]],
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+ gl.TEXTURE_2D,
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+ texture,
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+ 0
138
+ );
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+ const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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+ if (status !== gl.FRAMEBUFFER_COMPLETE) {
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+ throw new FramebufferError(gl, status);
142
+ }
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+ const dispose = once(() => {
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+ gl.deleteFramebuffer(framebuffer);
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+ if (!providedTexture) {
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+ gl.deleteTexture(texture);
147
+ }
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+ });
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+ signal?.addEventListener("abort", dispose);
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+ return {
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+ texture,
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+ framebuffer,
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+ dispose
154
+ };
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+ }
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+ function createUpsertMap(constructor) {
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+ const map = new (constructor ?? Map)();
158
+ return Object.assign(map, {
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+ getOrInsert(key, value) {
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+ let result = map.get(key);
161
+ if (result) {
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+ return result;
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+ }
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+ result = value();
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+ map.set(key, result);
166
+ return result;
167
+ }
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+ });
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+ }
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+ function forEachObject(value, callback) {
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+ let index = 0;
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+ for (const key in value) {
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+ callback(value[key], key, index);
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+ index++;
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+ }
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+ for (const key of Object.getOwnPropertySymbols(value)) {
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+ callback(value[key], key, index);
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+ index++;
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+ }
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+ }
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+ function mapObject(value, callback) {
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+ const result = {};
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+ forEachObject(value, (value2, key, index) => {
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+ result[key] = callback(value2, key, index);
185
+ });
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+ return result;
187
+ }
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+
189
+ // src/gl.ts
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+ function isWebGL2RenderingContext(gl) {
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+ return typeof WebGL2RenderingContext !== "undefined" && gl instanceof WebGL2RenderingContext;
192
+ }
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+ function createShader(gl, type, source) {
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+ const shader = gl.createShader(type);
195
+ if (!shader) throw new Error("Failed to create shader");
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+ gl.shaderSource(shader, source);
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+ gl.compileShader(shader);
198
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ const info = gl.getShaderInfoLog(shader);
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+ gl.deleteShader(shader);
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+ throw new Error(
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+ `Failed to compile ${type === gl.VERTEX_SHADER ? "vertex" : "fragment"} shader: ${info}`
203
+ );
204
+ }
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+ return shader;
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+ }
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+ function createProgram(gl, vertexSource, fragmentSource, { signal } = {}) {
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+ const program = gl.createProgram();
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+ if (!program) throw new Error("Failed to create WebGL program");
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+ const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource);
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+ const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
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+ gl.attachShader(program, vertexShader);
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+ gl.attachShader(program, fragmentShader);
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+ gl.linkProgram(program);
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+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ const info = gl.getProgramInfoLog(program);
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+ gl.deleteProgram(program);
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+ gl.deleteShader(vertexShader);
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+ gl.deleteShader(fragmentShader);
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+ throw new Error(`Failed to link program: ${info}`);
221
+ }
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+ gl.deleteShader(vertexShader);
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+ gl.deleteShader(fragmentShader);
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+ signal?.addEventListener(
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+ "abort",
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+ once(() => gl.deleteProgram(program))
227
+ );
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+ return program;
229
+ }
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+ var INSTANCED_ARRAYS_WRAPPER_MAP = /* @__PURE__ */ new WeakMap();
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+ function getInstancedArrays(gl) {
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+ if (isWebGL2RenderingContext(gl)) return gl;
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+ const cached = INSTANCED_ARRAYS_WRAPPER_MAP.get(gl);
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+ if (cached) return cached;
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+ const ext = gl.getExtension("ANGLE_instanced_arrays");
236
+ if (!ext) return void 0;
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+ const wrapper = {
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+ drawArraysInstanced: ext.drawArraysInstancedANGLE.bind(ext),
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+ drawElementsInstanced: ext.drawElementsInstancedANGLE.bind(ext),
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+ vertexAttribDivisor: ext.vertexAttribDivisorANGLE.bind(ext)
241
+ };
242
+ INSTANCED_ARRAYS_WRAPPER_MAP.set(gl, wrapper);
243
+ return wrapper;
244
+ }
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+ var VERTEX_ARRAY_OBJECT_WRAPPER_MAP = /* @__PURE__ */ new WeakMap();
246
+ function getVertexArrayObject(gl) {
247
+ if (isWebGL2RenderingContext(gl)) return gl;
248
+ const cached = VERTEX_ARRAY_OBJECT_WRAPPER_MAP.get(gl);
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+ if (cached) return cached;
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+ const ext = gl.getExtension("OES_vertex_array_object");
251
+ if (!ext) return null;
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+ const wrapper = {
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+ bindVertexArray: ext.bindVertexArrayOES.bind(ext),
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+ createVertexArray: ext.createVertexArrayOES.bind(ext),
255
+ deleteVertexArray: ext.deleteVertexArrayOES.bind(ext)
256
+ };
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+ VERTEX_ARRAY_OBJECT_WRAPPER_MAP.set(gl, wrapper);
258
+ return wrapper;
259
+ }
260
+
261
+ export {
262
+ assertedNotNullish,
263
+ once,
264
+ kindToUniformFnName,
265
+ kindToSize,
266
+ isMatKind,
267
+ isSamplerKind,
268
+ createTexture,
269
+ createFramebuffer,
270
+ createUpsertMap,
271
+ forEachObject,
272
+ mapObject,
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+ createShader,
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+ createProgram,
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+ getInstancedArrays,
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+ getVertexArrayObject
277
+ };
278
+ //# sourceMappingURL=chunk-BZDGEIOT.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/utils.ts","../src/gl.ts"],"sourcesContent":["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 ViewOptions,\n} from './types'\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\n/**\n * Wraps a teardown so it runs once.\n *\n * Two reasons, and both bite. A disposer is per `bind()`, and undoing twice\n * would put back state a later `bind()` is relying on. And a `dispose()` that\n * deletes twice invalidates a handle someone else may still be holding — the\n * object survives while it is bound, so the fault surfaces later, somewhere\n * else. Idempotent is the only safe shape for either.\n */\nexport function once(teardown: () => void): () => void {\n let done = false\n return () => {\n if (done) return\n done = true\n teardown()\n }\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${TPostfix}` => kind.includes('vec')\n\n/**********************************************************************************/\n/* */\n/* Create Texture */\n/* */\n/**********************************************************************************/\n\nexport function createTexture(\n gl: GL,\n {\n target = 'TEXTURE_2D',\n internalFormat = 'RGBA',\n format = 'RGBA',\n type = 'UNSIGNED_BYTE',\n minFilter = 'NEAREST',\n magFilter = 'NEAREST',\n wrapS = 'CLAMP_TO_EDGE',\n wrapT = 'CLAMP_TO_EDGE',\n width,\n height,\n }: TextureDefinition,\n data?: ArrayBufferView | null,\n { signal }: ViewOptions = {},\n): WebGLTexture {\n const texture = assertedNotNullish(gl.createTexture(), 'Failed to create texture')\n\n function getTextureConstant(name: string) {\n if (!(name in gl)) {\n throw new Error(`Attempted to create webgl2-only texture (${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 // 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 signal?.addEventListener(\n 'abort',\n once(() => gl.deleteTexture(texture)),\n )\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 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: providedTexture, ...definition }: FramebufferDefinition,\n { signal }: ViewOptions = {},\n) {\n // Create texture for the framebuffer, unless one was handed in. Which one it\n // is decides who deletes it below — the same rule the attribute buffers follow.\n const texture = providedTexture ?? createTexture(gl, definition)\n\n // Create framebuffer\n const framebuffer = assertedNotNullish(gl.createFramebuffer(), 'Failed to create framebuffer')\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 const dispose = once(() => {\n gl.deleteFramebuffer(framebuffer)\n // A texture handed in belongs to whoever made it — it commonly outlives the\n // framebuffer, ping-ponged between two of them.\n if (!providedTexture) {\n gl.deleteTexture(texture)\n }\n })\n\n signal?.addEventListener('abort', dispose)\n\n return {\n texture,\n framebuffer,\n dispose,\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\nexport function forEachObject<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 mapObject<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 forEachObject(value, (value, key, index) => {\n result[key] = callback(value, key, index)\n })\n\n return result\n}\n","import { RemoveSuffix } from './type-utils'\nimport type { GL, ViewOptions } from './types'\nimport { once } from './utils'\n\nfunction isWebGL2RenderingContext(\n gl: WebGLRenderingContext | WebGL2RenderingContext,\n): gl is WebGL2RenderingContext {\n return typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext\n}\n\n/**********************************************************************************/\n/* */\n/* Create Shader */\n/* */\n/**********************************************************************************/\n\nexport function createShader(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 ? 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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 signal?.addEventListener(\n 'abort',\n once(() => gl.deleteProgram(program)),\n )\n\n return program\n}\n\n/**********************************************************************************/\n/* */\n/* Get Instanced Arrays */\n/* */\n/**********************************************************************************/\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 (isWebGL2RenderingContext(gl)) 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 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