@solidrt/core 0.0.26 → 0.0.27

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@@ -0,0 +1,82 @@
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+ // createPipeline compiles a custom GLSL ES 3.00 vertex+fragment pair that draws
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+ // an interleaved vertex buffer into a texture, here a spinning cube with depth
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+ // testing. The vertex shader declares `in` attributes matching the pipeline's
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+ // attribute list (locations are resolved by name) and its own varyings; the
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+ // fragment preamble provides fragColor/iResolution/iTime but no vUV. Uniforms
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+ // are driven exactly like createShader: declaratively via the <texture> params
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+ // prop, applied at the next repaint.
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+ import { render, onFrame, createSignal } from "@solidrt/core"
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+ import { createBuffer, createPipeline } from "@solidrt/core/gpu"
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+
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+ let VERTEX = `
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+ in vec3 aPos;
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+ in vec3 aColor;
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+ out vec3 vColor;
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+ uniform float uTime;
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+
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+ void main() {
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+ float cy = cos(uTime), sy = sin(uTime);
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+ float cx = cos(uTime * 0.7), sx = sin(uTime * 0.7);
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+ mat3 rotY = mat3(cy, 0.0, -sy, 0.0, 1.0, 0.0, sy, 0.0, cy);
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+ mat3 rotX = mat3(1.0, 0.0, 0.0, 0.0, cx, sx, 0.0, -sx, cx);
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+ vec3 p = rotX * (rotY * aPos);
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+ p.z += 2.5;
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+
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+ // Perspective projection (near 1, far 10). Clip y is negated: the target's
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+ // memory row 0 is clip y = -1, and Impeller samples row 0 as the top, so
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+ // camera-up needs the flip to be displayed up.
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+ float f = 2.0;
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+ float a = 11.0 / 9.0;
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+ float b = -20.0 / 9.0;
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+ gl_Position = vec4(p.x * f, -p.y * f, p.z * a + b, p.z);
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+ vColor = aColor;
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+ }
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+ `
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+
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+ let FRAGMENT = `
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+ in vec3 vColor;
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+ void main() {
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+ fragColor = vec4(vColor, 1.0);
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+ }
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+ `
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+
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+ // Interleaved [pos vec3, color vec3], 6 faces x 2 triangles, one color per face.
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+ function cube(): Float32Array {
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+ type Vec3 = [number, number, number]
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+ let verts: number[] = []
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+ let quad = (a: Vec3, b: Vec3, c: Vec3, d: Vec3, color: Vec3) => {
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+ for (let p of [a, b, c, a, c, d]) verts.push(p[0], p[1], p[2], color[0], color[1], color[2])
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+ }
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+ let s = 0.5
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+ quad([-s, -s, s], [s, -s, s], [s, s, s], [-s, s, s], [0.9, 0.3, 0.3]) // front
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+ quad([s, -s, -s], [-s, -s, -s], [-s, s, -s], [s, s, -s], [0.3, 0.9, 0.4]) // back
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+ quad([s, -s, s], [s, -s, -s], [s, s, -s], [s, s, s], [0.3, 0.5, 0.9]) // right
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+ quad([-s, -s, -s], [-s, -s, s], [-s, s, s], [-s, s, -s], [0.9, 0.8, 0.3]) // left
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+ quad([-s, s, s], [s, s, s], [s, s, -s], [-s, s, -s], [0.8, 0.4, 0.9]) // top
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+ quad([-s, -s, -s], [s, -s, -s], [s, -s, s], [-s, -s, s], [0.4, 0.9, 0.9]) // bottom
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+ return new Float32Array(verts)
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+ }
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+
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+ function App() {
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+ let bufferId = createBuffer(cube())
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+ let id = createPipeline(VERTEX, FRAGMENT, 512, 512, {
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+ params: { uTime: 0 },
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+ attributes: [
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+ { name: "aPos", format: "vec3" },
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+ { name: "aColor", format: "vec3" },
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+ ],
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+ buffer: bufferId,
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+ depth: true,
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+ clearColor: [0.08, 0.08, 0.12, 1],
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+ })
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+ let [time, setTime] = createSignal(0)
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+ onFrame((tick) => setTime(tick / 1000))
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+
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+ return (
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+ <window alignItems="center" justifyContent="center">
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+ <texture src={id} params={{ uTime: time() }} width={400} height={400} />
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+ </window>
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+ )
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+ }
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+
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+ render(() => <App />)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@solidrt/core",
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- "version": "0.0.26",
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+ "version": "0.0.27",
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  "license": "MIT",
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  "author": "Antoine van Wel",
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  "type": "module",
@@ -27,7 +27,7 @@
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  "colord": "^2.9.3"
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  },
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  "devDependencies": {
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- "@solidrt/flux-types": "0.0.26"
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+ "@solidrt/flux-types": "0.0.27"
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  },
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  "peerDependencies": {
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  "@solidjs/signals": "2.0.0-beta.17",
package/src/gamepad.ts ADDED
@@ -0,0 +1,56 @@
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+ import { createSignal } from "@solidjs/signals"
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+ import { on } from "srt:events"
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+
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+ // Gamepad State: a reactive mirror of the runtime's sticky "gamepads" event.
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+ //
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+ // The runtime coalesces pad activity to at most one snapshot per main-loop
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+ // iteration and replays the latest one on subscribe, so the first read
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+ // already sees any connected pads. Runtimes without gamepad support never
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+ // emit the event and the accessor stays [].
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+
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+ /**
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+ * One connected gamepad's current state. `buttons` holds the names of the
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+ * currently-pressed buttons, using SDL3's positional names ("south", "east",
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+ * "west", "north", "dpadUp", "dpadDown", "dpadLeft", "dpadRight", "start",
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+ * "back", "guide", "leftShoulder", "rightShoulder", "leftStick",
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+ * "rightStick"). `axes` has sticks ("leftX", "leftY", "rightX", "rightY") in
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+ * -1..1 and triggers ("leftTrigger", "rightTrigger") in 0..1.
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+ */
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+ export interface GamepadState {
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+ /** Runtime instance id: unique per connection, not stable across reconnects. */
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+ id: number
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+ name: string
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+ buttons: string[]
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+ axes: Record<string, number>
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+ /**
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+ * True when the device has an SDL controller-database mapping, so button
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+ * and axis names reflect verified physical positions. False for raw HID
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+ * joysticks: they still report, but names are assigned positionally in W3C
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+ * standard-mapping order (button 0 is "south", ..., overflow "button17"...;
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+ * axes 0-3 are "leftX"..."rightY", overflow "axis4"...), a d-pad hat folds
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+ * into the "dpad*" names, and analog triggers, if any, appear wherever the
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+ * device puts them (e.g. as *button* names "leftTrigger"/"rightTrigger" at
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+ * indices 6/7) rather than as the trigger axes mapped pads have.
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+ */
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+ mapped: boolean
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+ }
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+
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+ let gamepadsAccessor: (() => (GamepadState | null)[]) | undefined
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+
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+ /**
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+ * Connected gamepads as a reactive accessor. Slots are stable web-style: a
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+ * pad keeps its index for its whole connection, disconnecting leaves a null
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+ * hole, and the next connect fills the lowest free slot - so slot index works
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+ * as a persistent player number. Read inside a tracked scope (JSX, memo,
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+ * effect, onFrame) to re-run on pad activity.
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+ */
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+ export function gamepads(): (GamepadState | null)[] {
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+ if (!gamepadsAccessor) {
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+ // ownedWrite: the sticky event replays synchronously inside on(), which
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+ // may run within a tracked scope's first read (see environment.ts).
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+ let [pads, setPads] = createSignal<(GamepadState | null)[]>([], { ownedWrite: true })
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+ on("gamepads", (e: { pads?: (GamepadState | null)[] }) => setPads(e.pads ?? []))
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+ gamepadsAccessor = pads
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+ }
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+ return gamepadsAccessor()
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+ }
package/src/gpu.ts CHANGED
@@ -19,6 +19,12 @@ import * as gpu from "flux:gpu"
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  // `<texture params={...}>` when a `<texture>` element is already in the tree.
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  export { destroyTexture, setShaderParams, uploadTexture } from "flux:gpu"
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+ // Pipeline plumbing re-exported raw: setDrawCount re-renders a pipeline after
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+ // its buffer gained or lost dynamic geometry; destroyBuffer is the manual
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+ // cleanup path for buffers created outside a reactive scope.
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+ export { destroyBuffer, setDrawCount } from "flux:gpu"
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+ export type { Topology, VertexAttribute } from "flux:gpu"
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+
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  // captureSnapshot renders a node to a texture and readTexture reads any
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  // texture's bytes back. Re-exported raw (no reactive auto-cleanup wrapper):
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  // captureSnapshot resolves asynchronously, by which point the reactive owner is
@@ -79,4 +85,71 @@ export function createShader(
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  let id = gpu.createShader(fragmentSrc, width, height, params, textures)
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  if (getOwner()) onCleanup(() => gpu.destroyTexture(id))
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  return id
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+ }
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+
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+ // View any TypedArray or ArrayBuffer as a Uint8Array over the same memory,
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+ // without copying, so vertex data can be authored as Float32Array.
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+ function toUint8(data: ArrayBuffer | ArrayBufferView): Uint8Array {
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+ if (data instanceof Uint8Array) return data
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+ if (data instanceof ArrayBuffer) return new Uint8Array(data)
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+ return new Uint8Array(data.buffer, data.byteOffset, data.byteLength)
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+ }
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+
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+ /**
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+ * Compiles a GLSL ES 3.00 vertex+fragment pipeline and renders it into a
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+ * texture, returning the texture id (usable anywhere a normal texture id is,
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+ * e.g. `<texture src>`). Unlike `createShader` the vertex stage is yours:
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+ * declare `in` attributes matching `opts.attributes` (one interleaved vertex
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+ * in `opts.buffer`, a {@link createBuffer} id) and your own varyings toward
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+ * the fragment stage. Both sources may reference `iResolution`/`iTime` and any
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+ * `uniform float` they declare; drive values with `<texture src={id}
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+ * params={{...}} />` or `setShaderParams`, exactly like a fragment shader.
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+ * `opts.depth` attaches a private depth buffer (cleared + tested per render);
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+ * `opts.vertexCount` defaults to the whole buffer and can be changed later
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+ * with `setDrawCount`. Frees the texture and GL program when the reactive
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+ * owner is disposed; create outside any reactive scope for app-lifetime
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+ * pipelines.
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+ */
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+ export function createPipeline(
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+ vertexSrc: string,
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+ fragmentSrc: string,
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+ width: number,
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+ height: number,
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+ opts?: {
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+ params?: Record<string, number>
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+ textures?: Record<string, number>
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+ attributes?: gpu.VertexAttribute[]
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+ buffer?: number
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+ topology?: gpu.Topology
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+ vertexCount?: number
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+ depth?: boolean
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+ clearColor?: [number, number, number, number]
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+ },
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+ ): number {
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+ let id = gpu.createPipeline(vertexSrc, fragmentSrc, width, height, opts)
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+ if (getOwner()) onCleanup(() => gpu.destroyTexture(id))
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+ return id
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+ }
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+
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+ /**
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+ * Creates a vertex buffer for pipeline attributes from raw data (typically a
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+ * Float32Array laid out to match the pipeline's interleaved attribute list).
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+ * Update it later with {@link writeBuffer}; the buffer's byte size is fixed at
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+ * creation, so reserve room up front for dynamic geometry. Freed automatically
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+ * when the reactive owner is disposed; created outside a reactive scope you
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+ * must call `destroyBuffer` yourself. Destroy pipelines before their buffer.
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+ */
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+ export function createBuffer(data: ArrayBuffer | ArrayBufferView): number {
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+ let id = gpu.createBuffer(toUint8(data))
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+ if (getOwner()) onCleanup(() => gpu.destroyBuffer(id))
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+ return id
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+ }
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+
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+ /**
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+ * Overwrites part of a vertex buffer at `byteOffset` (default 0). Every
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+ * pipeline drawing from the buffer re-renders with its last-applied params,
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+ * so geometry-only changes reach the screen without a params update.
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+ */
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+ export function writeBuffer(id: number, data: ArrayBuffer | ArrayBufferView, byteOffset?: number): void {
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+ gpu.writeBuffer(id, toUint8(data), byteOffset)
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  }
package/src/index.ts CHANGED
@@ -8,6 +8,8 @@ export { setPointerCapture, releasePointerCapture } from "./window"
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  export { windowSize, safeArea, displayScale, windowFocused, keyboardHeight } from "./window"
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  export { env } from "./environment"
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  export type { InputDevices, SystemTheme, Orientation } from "./environment"
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+ export { gamepads } from "./gamepad"
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+ export type { GamepadState } from "./gamepad"
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  export { capabilities } from "./capabilities"
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  export type { Capabilities, WindowSizeClass } from "./capabilities"
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  export { createTexture } from "./gpu"
@@ -40,6 +40,15 @@ declare module "srt:dev" {
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  export function connect(address: string): void
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  export function discover(): void
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  export function stop(): void
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+ /**
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+ * Register a named debug command, listable and callable from the dev server
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+ * (the list_debug / call_debug MCP tools). `args` arrives JSON-parsed; the
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+ * return value must be JSON-serializable and synchronous (promises are not
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+ * awaited). Re-registering a name replaces it; registrations reset on hot
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+ * reload, so register at module init. Callable in every build, but only dev
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+ * clients ever invoke commands.
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+ */
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+ export function registerDebug(name: string, fn: (args?: any) => unknown): void
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  }
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  // Frame draw (lattice runner). renderFrame() synchronously renders the current