@bigmistqke/view.gl 0.1.6 → 0.1.8
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/README.md +159 -80
- package/dev/src/examples/game-of-life.ts +2 -2
- package/dev/src/examples/pix-sim.ts +2 -2
- package/dist/index.d.mts +2 -2
- package/dist/index.mjs.map +1 -1
- package/dist/tag.d.mts +70 -104
- package/dist/tag.mjs +11 -10
- package/dist/tag.mjs.map +1 -1
- package/dist/{types-COnZSrXA.d.mts → types-Bp9VAVe3.d.mts} +72 -43
- package/package.json +2 -2
- package/src/features.ts +2 -1
- package/src/tag.ts +36 -143
- package/src/type-utils.ts +43 -0
- package/src/types.ts +141 -115
- package/src/utils/index.ts +7 -4
- package/test/tag.test.ts +645 -82
package/README.md
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# 👁️ @bigmistqke/view.gl
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🔧
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🔧 Utilities for managing WebGL resources: uniforms, (interleaved) attributes and buffers.
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- schema-based resource management [`view-gl`](#️-viewgl)
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- compose schema and shader simultaneously via a tag template literal [`view-gl/tag`](#️-viewgltag)
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## Table of Contents
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- 📦 [Install](#-install)
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- 👁️ [view.gl](#️-viewgl)
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- 🚀 [Basic Usage](#-basic-usage)
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- 👁️ [view](#️-view)
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- 📋 [ViewSchema](#-viewschema)
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- 👀 [Resource Views](#-resource-views)
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- 🎯 [uniformView](#-uniformview)
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- 📋 [UniformSchema](#-uniformschema)
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- 📝 [attributeView](#-attributeview)
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- 📋 [AttributeSchema](#-attributeschema)
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- 🔗 [interleavedAttributeView](#-interleavedattributeview)
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- 📋 [InterleavedAttributeSchema](#-interleavedattributeschema)
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- 🗂️ [bufferView](#-bufferview)
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- 📋 [BufferSchema](#-bufferschema)
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- 🏷️ [view.gl/tag](#️-viewgltag)
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- 🚀 [Basic Usage](#-basic-usage-1)
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- 📝 [glsl](#-glsl)
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- 🧩 [GLSL Fragment](#-glsl-fragment)
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- 🔒 [Symbol Variables](#-symbol-variables)
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- [WebGL Version Support](#webgl-version-support)
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- 🏷️ [Resource Tokens](#️-resource-tokens)
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- 🎯 [uniform[kind](name, options?)](#-uniformkindname-options)
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- 📝 [attribute[kind](name, options?)](#-attributekindname-options)
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- 🔗 [interleave(name, layout, options?)](#-interleavename-layout-options)
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- ⚙️ [compile(gl, vertex, fragment)](#️-compilegl-vertex-fragment)
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- 🔍 [compile.toString(shader)](#-compiletostringshader)
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- 📋 [compile.toSchema(shader)](#-compiletoschemaschader)
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- 🛠️ [Utils](#️-utils)
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- 🏗️ [createProgram](#️-createprogram)
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- 🖼️ [createTexture](#️-createtexture)
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- 🖥️ [createFramebuffer](#️-createframebuffer)
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- 🔍 [WebGL Type Compatibility](#-webgl-type-compatibility)
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- 🎯 [Uniform Types](#-uniform-types)
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- 📝 [Attribute Types](#-attribute-types)
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## 📦 Install
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```shell
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npm install @bigmistqke/view.gl
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```
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```shell
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pnpm add @bigmistqke/view.gl
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```
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```shell
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yarn add @bigmistqke/view.gl
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```
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```shell
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bun add @bigmistqke/view.gl
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```
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## 👁️ view.gl
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- `gl`: WebGL rendering context
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- `program`: Compiled WebGL program
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- `schema`:
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- `schema`: see [`ViewSchema`](#viewschema)
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**Returns:**
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- `attributes`: Attribute managers with buffer handling
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- `buffers`: Generic buffer managers
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The complete schema object that defines all WebGL resources. Contains
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#### 📋 ViewSchema
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The complete schema object that defines all WebGL resources. Contains mappings for:
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- [`UniformSchema`](#-uniformschema) - uniform variable definitions
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- [`AttributeSchema`](#-attributeschema) - vertex attribute definitions
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- [`InterleavedAttributeSchema`](#-interleavedattributeschema) - interleaved vertex data definitions
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- [`BufferSchema`](#-bufferschema) - generic buffer definitions
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<details>
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<summary>TypeScript Types</summary>
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```typescript
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interface ViewSchema {
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uniforms
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attributes
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interleavedAttributes
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buffers
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}
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interface UniformOptions {
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kind: UniformKind
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size?: number // For array uniforms
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}
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interface AttributeOptions {
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kind: AttributeKind
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instanced?: boolean
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buffer?: WebGLBuffer
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}
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interface InterleavedAttributeOptions {
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layout: Array<{ key: string | symbol; kind: AttributeKind }>
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instanced?: boolean
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buffer?: WebGLBuffer
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}
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interface BufferOptions {
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target: 'ARRAY_BUFFER' | 'ELEMENT_ARRAY_BUFFER'
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usage?: 'STATIC_DRAW' | 'DYNAMIC_DRAW' | 'STREAM_DRAW'
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uniforms: UniformSchema
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attributes: AttributeSchema
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interleavedAttributes: InterleavedAttributeSchema
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buffers: BufferSchema
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}
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```
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uniforms.lights.set(lightData) // Takes Float32Array for array uniforms
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```
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##### 📋 UniformSchema
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A mapping of uniform names to their configuration.
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- `kind`: GLSL type (see [Uniform Types](#-uniform-types) for full list and WebGL compatibility)
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- `size`: Array size (optional) - converts uniform to array type
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interface UniformDefinition {
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kind: UniformKind
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size?: number // Creates array uniform with Float32Array setter
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}
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type UniformSchema = Record<string | symbol,
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type UniformSchema = Record<string | symbol, UniformDefinition>
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```
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</details>
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 3, 100)
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```
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##### 📋 AttributeSchema
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A mapping of attribute names to their configuration.
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- `kind`: GLSL type (see [Attribute Types](#-attribute-types) for full list and WebGL compatibility)
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- `instanced`: Boolean - enables instanced rendering
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- `buffer`: Custom WebGLBuffer (optional)
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- `instanced`: Boolean (optional) - enables instanced rendering
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- `buffer`: Custom WebGLBuffer (optional) - by default it gets created automatically during compilation
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<details>
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<summary>TypeScript Types</summary>
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interface AttributeDefinition {
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instanced?: boolean // Enables vertexAttribDivisor
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buffer?: WebGLBuffer // Custom buffer, auto-created if not provided
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}
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type AttributeSchema = Record<string | symbol,
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type AttributeSchema = Record<string | symbol, AttributeDefinition>
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```
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</details>
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interleavedAttributes.vertexData.set(interleavedVertexData).bind()
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```
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##### 📋 InterleavedAttributeSchema
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A mapping of interleaved buffer names to their layout configuration. Each layout defines multiple attributes packed into a single buffer.
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- `layout`: Array of attribute definitions with `key` and `kind` (see [Attribute Types](#-attribute-types))
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- `instanced`: Boolean - applies to all attributes in layout
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- `buffer`: Custom WebGLBuffer (optional) - by default it gets created automatically during compilation
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<details>
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```typescript
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interface
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type InterleavedAttributeSchema = Record<string | symbol, InterleavedAttributeDefinition>
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```
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</details>
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```
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A mapping of buffer names to their configuration. Each buffer has a target type and optional usage pattern.
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- `target`: Buffer target (`'ARRAY_BUFFER'`, `'ELEMENT_ARRAY_BUFFER'`)
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```typescript
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usage?: 'STATIC_DRAW' | 'DYNAMIC_DRAW' | 'STREAM_DRAW' // Defaults to 'STATIC_DRAW'
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type BufferSchema = Record<string | symbol, BufferDefinition>
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```
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</details>
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## 🏷️ view.gl/tag
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Type-safe GLSL template literals with automatic schema extraction.
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Type-safe GLSL template literals with automatic schema extraction and view creation.
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- **Embedded Resources**: Define uniforms, attributes, and interleaved layouts directly in GLSL
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- **Type Inference**: Automatically infers schema types and creates type-safe view
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```
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### 🏷️ Resource Tokens
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Utilities for defining WebGL resources directly in GLSL templates. These create metadata that the [`compile`](#️-compilegl-vertex-fragment-overrideschema) consumes to generate the typesafe schema and view.
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#### 🎯 uniform[kind](name, options?)
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### ⚙️ compile(gl, vertex, fragment, overrideSchema?)
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Compiles shaders
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Compiles shaders to a `WebGLProgram` and extracts typesafe schema and view.
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```typescript
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const { program, schema, view, vertex, fragment } = compile(gl, vertexShader, fragmentShader)
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// Use the view directly
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// Access the compiled shader strings
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console.log(vertex) // Compiled vertex shader GLSL
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console.log(fragment) // Compiled fragment shader GLSL
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// Or access the extracted schema
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console.log(schema.uniforms) // { time: { kind: 'float' }, ... }
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- `vertex`: Compiled vertex shader GLSL string
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#### 🔍 compile.toString(shader)
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Converts a GLSL tagged template to a shader string without compilation of the `WebGLProgram`. Useful for debugging or when you need the raw shader code.
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${attribute.vec3('position')}
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+
${uniform.mat4('mvpMatrix')}
|
|
606
|
+
|
|
607
|
+
void main() {
|
|
608
|
+
gl_Position = mvpMatrix * vec4(position, 1.0);
|
|
609
|
+
}
|
|
610
|
+
`
|
|
611
|
+
|
|
612
|
+
const shaderString = compile.toString(vertexShader)
|
|
613
|
+
console.log(shaderString)
|
|
614
|
+
// Output:
|
|
615
|
+
// attribute vec3 position;
|
|
616
|
+
// uniform mat4 mvpMatrix;
|
|
617
|
+
//
|
|
618
|
+
// void main() {
|
|
619
|
+
// gl_Position = mvpMatrix * vec4(position, 1.0);
|
|
620
|
+
// }
|
|
621
|
+
```
|
|
622
|
+
|
|
623
|
+
**Features**:
|
|
624
|
+
- Converts resource tags to GLSL declarations
|
|
625
|
+
- Handles WebGL1/WebGL2 syntax automatically
|
|
626
|
+
- Resolves symbol variables to unique identifiers
|
|
627
|
+
- Processes nested GLSL fragments and arrays
|
|
628
|
+
|
|
629
|
+
#### 📋 compile.toSchema(shader)
|
|
630
|
+
|
|
631
|
+
Extracts the [`ViewSchema`](#viewschema) from a GLSL tagged template without compilation of the `WebGLProgram`. Returns the type-safe schema that could be used by [`view()`](#️-view).
|
|
632
|
+
|
|
633
|
+
```typescript
|
|
634
|
+
const shader = glsl`
|
|
635
|
+
${uniform.float('time')}
|
|
636
|
+
${uniform.vec3('lightPos', { size: 4 })}
|
|
637
|
+
${attribute.vec3('position')}
|
|
638
|
+
${interleave('vertexData', [
|
|
639
|
+
attribute.vec2('uv'),
|
|
640
|
+
attribute.vec4('color')
|
|
641
|
+
])}
|
|
642
|
+
`
|
|
643
|
+
|
|
644
|
+
const schema = compile.toSchema(shader)
|
|
645
|
+
console.log(schema)
|
|
646
|
+
// Output:
|
|
647
|
+
// {
|
|
648
|
+
// uniforms: {
|
|
649
|
+
// time: { kind: 'float' },
|
|
650
|
+
// lightPos: { kind: 'vec3', size: 4 }
|
|
651
|
+
// },
|
|
652
|
+
// attributes: {
|
|
653
|
+
// position: { kind: 'vec3' }
|
|
654
|
+
// },
|
|
655
|
+
// interleavedAttributes: {
|
|
656
|
+
// vertexData: {
|
|
657
|
+
// layout: [
|
|
658
|
+
// { key: 'uv', kind: 'vec2' },
|
|
659
|
+
// { key: 'color', kind: 'vec4' }
|
|
660
|
+
// ],
|
|
661
|
+
// instanced: false
|
|
662
|
+
// }
|
|
663
|
+
// }
|
|
664
|
+
// }
|
|
665
|
+
```
|
|
666
|
+
|
|
667
|
+
**Use Cases**:
|
|
668
|
+
- Analyze shader resources without GL context
|
|
669
|
+
- Generate TypeScript types from shaders
|
|
670
|
+
- Validate shader compatibility before compilation
|
|
671
|
+
- Build tooling around shader resources
|
|
593
672
|
|
|
594
673
|
<details>
|
|
595
674
|
<summary>Usage with vanilla view.gl</summary>
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { FramebufferDefinition } from 'src/types'
|
|
2
2
|
import { createFramebuffer } from 'src/utils'
|
|
3
3
|
import { attribute, compile, glsl, uniform } from 'view.gl/tag'
|
|
4
4
|
|
|
@@ -169,7 +169,7 @@ const framebufferOptions = {
|
|
|
169
169
|
type: 'UNSIGNED_BYTE',
|
|
170
170
|
magFilter: 'NEAREST',
|
|
171
171
|
minFilter: 'NEAREST',
|
|
172
|
-
} satisfies
|
|
172
|
+
} satisfies FramebufferDefinition
|
|
173
173
|
|
|
174
174
|
let read = createFramebuffer(gl, framebufferOptions)
|
|
175
175
|
let write = createFramebuffer(gl, framebufferOptions)
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { FramebufferDefinition } from 'src/types'
|
|
2
2
|
import { createFramebuffer } from 'src/utils'
|
|
3
3
|
import { attribute, compile, glsl, uniform } from 'view.gl/tag'
|
|
4
4
|
import { createElement } from '../utils'
|
|
@@ -484,7 +484,7 @@ const framebufferOptions = {
|
|
|
484
484
|
minFilter: 'NEAREST',
|
|
485
485
|
internalFormat: 'RGBA',
|
|
486
486
|
format: 'RGBA',
|
|
487
|
-
} satisfies
|
|
487
|
+
} satisfies FramebufferDefinition
|
|
488
488
|
|
|
489
489
|
let read = createFramebuffer(gl, framebufferOptions)
|
|
490
490
|
let write = createFramebuffer(gl, framebufferOptions)
|
package/dist/index.d.mts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
import { V as ViewSchema, G as GL, a as ViewOptions, b as View, U as UniformSchema, c as UniformView, A as AttributeSchema, d as AttributeView, I as InterleavedAttributeSchema, e as InterleavedAttributeView, B as BufferSchema, f as BufferView } from './types-
|
|
2
|
-
export {
|
|
1
|
+
import { V as ViewSchema, G as GL, a as ViewOptions, b as View, U as UniformSchema, c as UniformView, A as AttributeSchema, d as AttributeView, I as InterleavedAttributeSchema, e as InterleavedAttributeView, B as BufferSchema, f as BufferView } from './types-Bp9VAVe3.mjs';
|
|
2
|
+
export { v as AttributeDefinition, u as AttributeKind, w as AttributeMethods, t as AttributeShortHand, a1 as AttributeToken, a2 as AttributeTokenFn, C as BufferDefinition, D as BufferMethods, a8 as CompileResult, R as Format, E as Framebuffer, F as FramebufferDefinition, _ as GLSL, Y as GLSLResult, Z as GLSLSlot, a6 as GLSLSlotsToSchema, a4 as GLSLToSchema, a5 as GLSLToView, g as GLTarget, l as GLTextureFilter, j as GLTextureFormat, i as GLTextureTarget, k as GLTextureType, m as GLTextureWrap, h as GLUsage, a3 as InterleaveToken, y as InterleavedAttributeDefinition, x as InterleavedAttributeLayout, z as InterleavedAttributeMethods, Q as InternalFormat, n as KIND_TO_SIZE_MAP, K as KIND_TO_UNIFORM_FN_NAME_MAP, a7 as MergeGLSLSchema, S as PixelType, W as TexImage2DOptions, T as TextureDefinition, L as TextureMethods, N as TextureParameterName, O as TextureParameterValue, P as TextureParameters, J as TextureSchema, H as TextureTarget, M as TextureView, q as UniformDefinition, o as UniformFnName, p as UniformKind, s as UniformMethods, r as UniformSchemaPartial, $ as UniformToken, a0 as UniformTokenFn, X as ViewSchemaPartial } from './types-Bp9VAVe3.mjs';
|
|
3
3
|
|
|
4
4
|
declare function toID(key: string | number | symbol): any;
|
|
5
5
|
/**********************************************************************************/
|
package/dist/index.mjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/features.ts","../src/utils/object.ts","../src/utils/index.ts","../src/index.ts"],"sourcesContent":["import type { GL, RemoveSuffix } 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 FramebufferOptions,\n GL,\n KIND_TO_SIZE_MAP,\n KIND_TO_UNIFORM_FN_NAME_MAP,\n TextureOptions,\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${TPostfix}` => kind.includes('vec')\n\n/**********************************************************************************/\n/* */\n/* Create Texture */\n/* */\n/**********************************************************************************/\n\nexport function createTexture(\n gl: GL,\n {\n target = 'TEXTURE_2D',\n internalFormat = 'RGBA',\n format = 'RGBA',\n type = 'UNSIGNED_BYTE',\n minFilter = 'NEAREST',\n magFilter = 'NEAREST',\n wrapS = 'CLAMP_TO_EDGE',\n wrapT = 'CLAMP_TO_EDGE',\n width,\n height,\n }: TextureOptions,\n data?: ArrayBufferView | null,\n): WebGLTexture {\n const texture = gl.createTexture()\n\n function getTextureConstant(name: string) {\n if (!(name in gl)) {\n throw new Error(`Attempted to create webgl2-only texture (${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(gl: GL, { attachment, texture, ...options }: FramebufferOptions) {\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'\nconst IS_FIREFOX = navigator.userAgent.toLowerCase().indexOf('firefox') >= 0\n\n// NOTE: using symbol as key for WeakMap is currently broken in firefox\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\n// fallback to Map will currently cause a memory leak.\nconst SYMBOL_MAP = createUpsertMap(IS_FIREFOX ? Map<symbol, string> : WeakMap<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}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n options?: ViewOptions,\n): View<TSchema> {\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes: !schema.attributes\n ? undefined\n : attributeView(gl, program, schema.attributes, options),\n interleavedAttributes: !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes, options),\n buffers: !schema.buffers ? undefined : bufferView(gl, schema.buffers),\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n return ObjectUtils.map(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n const location = gl.getUniformLocation(program, name)\n\n if (isSamplerKind(kind)) {\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n const fnName = `uniform${kindToUniformFnName(kind)}${size ? 'v' : ''}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\n// Shared attribute helper functions\n// between attributeView and interleavedAttributeView\nfunction handleAttribute(\n gl: GL,\n location: number,\n size: number,\n stride: number,\n offset: number,\n type: 'FLOAT' | 'INT',\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, size, gl[type], false, stride, offset)\n\n if (instanced) {\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n assertedNotNullish(getInstancedArrays(gl)).vertexAttribDivisor(location, 1)\n }\n}\n\nexport function attributeView<T extends AttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): AttributeView<T> {\n const attributes = ObjectUtils.map(\n schema,\n (\n { kind, instanced, buffer = assertedNotNullish(gl.createBuffer()) },\n key,\n ): AttributeMethods => {\n const name = toID(key)\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new Error(`Attribute '${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') ? 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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'\nconst IS_FIREFOX = navigator.userAgent.toLowerCase().indexOf('firefox') >= 0\n\n// NOTE: using symbol as key for WeakMap is currently broken in firefox\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\n// fallback to Map will currently cause a memory leak.\nconst SYMBOL_MAP = createUpsertMap(IS_FIREFOX ? Map<symbol, string> : WeakMap<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}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n options?: ViewOptions,\n): View<TSchema> {\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes: !schema.attributes\n ? undefined\n : attributeView(gl, program, schema.attributes, options),\n interleavedAttributes: !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes, options),\n buffers: !schema.buffers ? undefined : bufferView(gl, schema.buffers),\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n return ObjectUtils.map(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n const location = gl.getUniformLocation(program, name)\n\n if (isSamplerKind(kind)) {\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n const fnName = `uniform${kindToUniformFnName(kind)}${size ? 'v' : ''}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\n// Shared attribute helper functions\n// between attributeView and interleavedAttributeView\nfunction handleAttribute(\n gl: GL,\n location: number,\n size: number,\n stride: number,\n offset: number,\n type: 'FLOAT' | 'INT',\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, size, gl[type], false, stride, offset)\n\n if (instanced) {\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n assertedNotNullish(getInstancedArrays(gl)).vertexAttribDivisor(location, 1)\n }\n}\n\nexport function attributeView<T extends AttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): AttributeView<T> {\n const attributes = ObjectUtils.map(\n schema,\n (\n { kind, instanced, buffer = assertedNotNullish(gl.createBuffer()) },\n key,\n ): AttributeMethods => {\n const name = toID(key)\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new Error(`Attribute '${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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