@bigmistqke/view.gl 0.2.0 → 0.4.0

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Files changed (43) hide show
  1. package/README.md +94 -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-EYXOSM7B.mjs → chunk-H56LJYS5.mjs} +63 -133
  23. package/dist/chunk-H56LJYS5.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 +13 -4
  27. package/dist/index.mjs +7 -2
  28. package/dist/tag.d.mts +6 -1
  29. package/dist/tag.mjs +19 -6
  30. package/dist/tag.mjs.map +1 -1
  31. package/dist/{types-CyGyGi18.d.mts → types-k1Xz1iO3.d.mts} +44 -2
  32. package/package.json +1 -1
  33. package/src/gl.ts +13 -2
  34. package/src/index.ts +63 -39
  35. package/src/tag.ts +23 -2
  36. package/src/types.ts +43 -1
  37. package/src/utils.ts +45 -10
  38. package/test/index.test.ts +145 -29
  39. package/test/mocks/webgl.ts +14 -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-EYXOSM7B.mjs.map +0 -1
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- {"version":3,"sources":["../src/utils.ts","../src/index.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} 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/* */\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\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 { getInstancedArrays, getVertexArrayObject } from './gl'\nimport type {\n AttributeFormat,\n AttributeKind,\n AttributeMethods,\n AttributeSchema,\n AttributeView,\n BufferSchema,\n BufferView,\n GL,\n UniformView as InferUniformView,\n GLUsage,\n InterleavedAttributeLayout,\n InterleavedAttributeMethods,\n InterleavedAttributeSchema,\n InterleavedAttributeView,\n UniformSchema,\n VertexArrayMethods,\n VertexArrayParticipant,\n View,\n ViewOptions,\n ViewSchema,\n} from './types'\nimport {\n isSamplerKind,\n kindToUniformFnName,\n isMatKind,\n assertedNotNullish,\n kindToSize,\n forEachObject,\n} from './utils'\nimport { createUpsertMap, mapObject } from './utils'\nexport * from './types'\n\n/**********************************************************************************/\n/* */\n/* To ID */\n/* */\n/**********************************************************************************/\n\nlet index = 0\nconst PREFIX = 'VIEW_GL_ALIAS'\n// Firefox has currently a bug where it can not handle symbol as WeakRef / key for WeakMap\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\nconst HAS_WEAK_SYMBOL = (() => {\n try {\n const symbol = Symbol()\n new WeakMap().set(symbol, '')\n return true\n } catch {\n return false\n }\n})()\n// NOTE: fallback to Map will currently cause a minor memory leak.\nconst SYMBOL_MAP = createUpsertMap(HAS_WEAK_SYMBOL ? WeakMap<symbol, string> : Map<symbol, string>)\n\nexport function toID(key: string | number | symbol) {\n if (typeof key === 'string') {\n return key\n }\n if (typeof key === 'symbol') {\n return SYMBOL_MAP.getOrInsert(key, () => `${PREFIX}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n options?: ViewOptions,\n): View<TSchema> {\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes: !schema.attributes\n ? undefined\n : attributeView(gl, program, schema.attributes, options),\n interleavedAttributes: !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes, options),\n buffers: !schema.buffers ? undefined : bufferView(gl, schema.buffers),\n vao(participants: VertexArrayParticipant[]) {\n return vaoView(gl, participants, options)\n },\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Vertex Array */\n/* */\n/**********************************************************************************/\n\n/**\n * Bind the default vertex array, returning a disposer that puts the previous\n * one back. The pointer calls name no destination, so anything applied without\n * a vertex array of its own has to say which one it means — and a vertex array\n * keeps what it is given, so writing into a caller's array by accident would\n * outlive the call that did it.\n */\nfunction bindDefaultVertexArray(gl: GL): () => void {\n const feature = getVertexArrayObject(gl)\n if (!feature) {\n return () => {}\n }\n const previous = gl.getParameter(VERTEX_ARRAY_BINDING) as WebGLVertexArrayObject | null\n feature.bindVertexArray(null)\n return () => feature.bindVertexArray(previous)\n}\n\n/**\n * A vertex array over the participants one draw needs.\n *\n * Where the context has vertex arrays, each participant writes itself in once,\n * here, and `bind()` is a single `bindVertexArray`. Where it does not — WebGL1\n * without `OES_vertex_array_object` — there is nowhere to keep the state, so\n * `bind()` re-applies every participant and the disposer puts back what they\n * displaced. Same contract, and the emulation is why the name still fits.\n */\nexport function vaoView(\n gl: GL,\n participants: VertexArrayParticipant[],\n { signal }: ViewOptions = {},\n): VertexArrayMethods {\n const feature = getVertexArrayObject(gl)\n\n const methods: VertexArrayMethods = !feature\n ? {\n bind() {\n const restores = participants.map(participant => participant.applyToVertexArray())\n participants.forEach(participant => participant.applyToContext?.())\n return once(() => restores.forEach(restore => restore()))\n },\n unbind() {},\n dispose() {},\n }\n : (() => {\n const vertexArray = assertedNotNullish(feature.createVertexArray())\n const previous = gl.getParameter(VERTEX_ARRAY_BINDING) as WebGLVertexArrayObject | null\n feature.bindVertexArray(vertexArray)\n // Discarding the restorers is the point: the state lives in this array\n // now, and the array is thrown away whole.\n for (const participant of participants) {\n participant.applyToVertexArray()\n }\n feature.bindVertexArray(previous)\n\n return {\n bind() {\n const previousVertexArray = gl.getParameter(\n VERTEX_ARRAY_BINDING,\n ) as WebGLVertexArrayObject | null\n feature.bindVertexArray(vertexArray)\n // Context state the array cannot hold — see applyToContext.\n participants.forEach(participant => participant.applyToContext?.())\n return once(() => feature.bindVertexArray(previousVertexArray))\n },\n unbind() {\n feature.bindVertexArray(null)\n },\n dispose() {\n feature.deleteVertexArray(vertexArray)\n },\n }\n })()\n\n signal?.addEventListener('abort', () => methods.dispose())\n\n return methods\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n // @ts-expect-error - conditional return type based on size is hard to infer\n return mapObject(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n if (isSamplerKind(kind)) {\n const location = gl.getUniformLocation(program, name)\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n // Array uniform - support both bulk set and indexed access\n if (size) {\n const bulkFnName = `uniform${kindToUniformFnName(kind)}v`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const bulkFn = gl[bulkFnName].bind(gl)\n const bulkLocation = gl.getUniformLocation(program, name)\n\n const elementFnName = `uniform${kindToUniformFnName(kind)}`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const elementFn = gl[elementFnName].bind(gl)\n\n // Build array of element setters\n const elements: Array<{ set(...args: any[]): void }> = []\n for (let i = 0; i < size; i++) {\n const location = gl.getUniformLocation(program, `${name}[${i}]`)\n elements[i] = {\n set(...args: any[]) {\n elementFn(location, ...args)\n },\n }\n }\n\n // Return array-like object with bulk set\n return Object.assign(elements, {\n set(arg: Float32Array) {\n bulkFn(bulkLocation, arg)\n },\n })\n }\n\n // Non-array uniform\n const location = gl.getUniformLocation(program, name)\n const fnName = `uniform${kindToUniformFnName(kind)}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\ntype GLType =\n | 'FLOAT'\n | 'INT'\n | 'UNSIGNED_INT'\n | 'SHORT'\n | 'UNSIGNED_SHORT'\n | 'BYTE'\n | 'UNSIGNED_BYTE'\n\nconst FORMAT_TO_GL_TYPE: Record<AttributeFormat, GLType> = {\n float32: 'FLOAT',\n int32: 'INT',\n uint32: 'UNSIGNED_INT',\n int16: 'SHORT',\n uint16: 'UNSIGNED_SHORT',\n int8: 'BYTE',\n uint8: 'UNSIGNED_BYTE',\n}\n\nconst FORMAT_BYTE_SIZE: Record<AttributeFormat, number> = {\n float32: 4,\n int32: 4,\n uint32: 4,\n int16: 2,\n uint16: 2,\n int8: 1,\n uint8: 1,\n}\n\nfunction defaultFormat(kind: AttributeKind): AttributeFormat {\n if (kind.startsWith('u')) return 'uint32'\n if (kind.startsWith('i')) return 'int32'\n return 'float32'\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 glType: GLType,\n isIntegerKind: boolean,\n normalized: boolean,\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n if (isIntegerKind) {\n ;(gl as WebGL2RenderingContext).vertexAttribIPointer(location, size, gl[glType], stride, offset)\n } else {\n gl.vertexAttribPointer(location, size, gl[glType], normalized, stride, offset)\n }\n\n // Always stated, never inherited: the divisor belongs to the location rather\n // than to the program, so a location left at 1 by an earlier instanced\n // attribute would feed one value to every vertex here.\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n const instancedArrays = getInstancedArrays(gl)\n if (instanced) {\n assertedNotNullish(instancedArrays).vertexAttribDivisor(location, 1)\n } else if (instancedArrays) {\n instancedArrays.vertexAttribDivisor(location, 0)\n }\n}\n\n// Same enum in webgl2 and in the webgl1 extensions, which expose no constants\nconst VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88fe\nconst VERTEX_ARRAY_BINDING = 0x85b5\n\n// Reads the divisor currently attached to a location, 0 where instancing is\n// unavailable and nothing can have set one\nfunction readDivisor(gl: GL, location: number): number {\n return getInstancedArrays(gl)\n ? (gl.getVertexAttrib(location, VERTEX_ATTRIB_ARRAY_DIVISOR) as number)\n : 0\n}\n\n// Wraps a restore so it runs once: a disposer is per bind() and undoing twice\n// would put back state a later bind() is relying on\nfunction once(restore: () => void): () => void {\n let done = false\n return () => {\n if (done) return\n done = true\n restore()\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 = mapObject(\n schema,\n (\n {\n kind,\n format,\n normalized = false,\n instanced,\n buffer = assertedNotNullish(gl.createBuffer()),\n },\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 resolvedFormat = format ?? defaultFormat(kind)\n const glType = FORMAT_TO_GL_TYPE[resolvedFormat]\n const isIntKind = kind.startsWith('i') || kind.startsWith('u')\n\n function applyToVertexArray() {\n // Snapshot before the change, restore in the disposer\n const previousDivisor = readDivisor(gl, location)\n // vertexAttribPointer captures whatever is bound to ARRAY_BUFFER when\n // it runs, so this binding is the setup for the pointer, not a lasting\n // part of the vertex array's state.\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n handleAttribute(gl, location, size, 0, 0, glType, isIntKind, normalized, instanced)\n return once(() => {\n getInstancedArrays(gl)?.vertexAttribDivisor(location, previousDivisor)\n })\n }\n\n return {\n buffer,\n applyToVertexArray,\n bind() {\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = applyToVertexArray()\n return once(() => {\n restore()\n restoreVertexArray()\n })\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 forEachObject(attributes, value => value.dispose())\n })\n\n return attributes\n}\n\n/**********************************************************************************/\n/* */\n/* Interleaved Attribute View */\n/* */\n/**********************************************************************************/\n\n/**\n * The other place an attribute's value can come from: not a buffer, but the\n * context's current generic vertex attribute values, which an attribute reads\n * for every vertex when its array is disabled.\n *\n * A constant is a uniform in all but name — one value for the whole draw, set\n * by a function chosen from the kind — so it gets the setters a uniform gets,\n * off the same layout the buffer source uses.\n *\n * `vertexAttrib*` tops out at four floats and has no matrix form, so a layout\n * key that is fine in a buffer can be impossible as a constant. That is a hard\n * limit of the API rather than a choice, and it is worth saying so out loud at\n * the point someone reaches for it.\n */\nfunction constantSource(gl: GL, layout: InterleavedAttributeLayout[], locations: number[]) {\n const setters = layout.map((entry, index) => {\n const size = kindToSize(entry.kind)\n const name = toID(entry.key)\n if (isMatKind(entry.kind) || size > 4) {\n throw new Error(\n `'${name}' is a ${entry.kind}, which cannot be a constant attribute: vertexAttrib* takes at most 4 floats and has no matrix form. Use the buffer source for it.`,\n )\n }\n // The values are context state, not vertex-array state, so they are held\n // here and written again on every bind — see applyToContext.\n let values: number[] = []\n const fn = gl[`vertexAttrib${size as 1 | 2 | 3 | 4}f`].bind(gl)\n return {\n name,\n location: locations[index]!,\n write: () => {\n if (values.length) {\n ;(fn as (location: number, ...args: number[]) => void)(locations[index]!, ...values)\n }\n },\n methods: {\n set(...args: number[]) {\n values = args\n },\n },\n }\n })\n\n return Object.assign(Object.fromEntries(setters.map(setter => [setter.name, setter.methods])), {\n applyToVertexArray() {\n const restores = setters.map(({ location }) => {\n const wasEnabled = gl.getVertexAttrib(location, gl.VERTEX_ATTRIB_ARRAY_ENABLED) as boolean\n gl.disableVertexAttribArray(location)\n return () => (wasEnabled ? gl.enableVertexAttribArray(location) : undefined)\n })\n return once(() => restores.forEach(restore => restore()))\n },\n applyToContext() {\n setters.forEach(setter => setter.write())\n },\n bind() {\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = this.applyToVertexArray()\n this.applyToContext()\n return once(() => {\n restore()\n restoreVertexArray()\n })\n },\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 = mapObject(schema, ({ layout }) => {\n // Increment number to keep track of offset\n let index = 0\n\n // Calculate layout information\n const locations: number[] = []\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 locations.push(location)\n\n const size = kindToSize(layout.kind)\n const offset = index\n const resolvedFormat = layout.format ?? 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