@supersoniks/concorde 4.9.95 → 4.9.97-visual-stack.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1013) hide show
  1. package/README.md +34 -17
  2. package/build-infos.json +1 -1
  3. package/concorde-3d.bundle.js +1 -1
  4. package/concorde-3d.es.js +1 -1
  5. package/concorde-core.bundle.js +147 -147
  6. package/concorde-core.es.js +4375 -4282
  7. package/concorde-hugging-face-infer.bundle.js +1 -1
  8. package/concorde-hugging-face-infer.es.js +1 -1
  9. package/concorde-shader.bundle.js +1 -1
  10. package/concorde-shader.es.js +1 -1
  11. package/concorde-webgpu.bundle.js +1 -1
  12. package/concorde-webgpu.es.js +1 -1
  13. package/dist/concorde-3d.bundle.js +3911 -0
  14. package/dist/concorde-3d.es.js +32635 -0
  15. package/dist/concorde-core.bundle.js +147 -147
  16. package/dist/concorde-core.es.js +4375 -4282
  17. package/dist/concorde-hugging-face-infer.bundle.js +32 -0
  18. package/dist/concorde-hugging-face-infer.es.js +2952 -0
  19. package/dist/concorde-shader.bundle.js +105 -0
  20. package/dist/concorde-shader.es.js +7982 -0
  21. package/dist/concorde-webgpu.bundle.js +296 -0
  22. package/dist/concorde-webgpu.es.js +8268 -0
  23. package/dist/docs/hf-samples/beach.jpg +0 -0
  24. package/dist/docs/hf-samples/cats.jpg +0 -0
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  27. package/dist/docs/hf-samples/scene.jpg +0 -0
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  31. package/dist/docs/shader-samples/impact.jpg +0 -0
  32. package/dist/docs/shader-samples/video.webm +0 -0
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  41. package/dist/js/components.js +12 -0
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@@ -0,0 +1,137 @@
1
+ import { revokeMediaUrls } from "@supersoniks/concorde/core/utils/mediaRef";
2
+ import { formBind, type FormBindHost } from "./form-bind";
3
+ import {
4
+ FRAME_OUT_KEYS,
5
+ OUT_META_KEYS,
6
+ OUT_PARAM_KEYS,
7
+ } from "./helpers";
8
+ import type { SonicWebGpuOutput } from "./types";
9
+
10
+ type OutPublisherLike = {
11
+ _proxies_?: Map<string, { hasListener?: () => boolean }>;
12
+ get?: () => Record<string, unknown>;
13
+ set?: (v: Record<string, unknown>) => void;
14
+ };
15
+
16
+ /** Host out/frame — étend FormBindHost pour `resolveFormProviderId`. */
17
+ export type OutFrameHost = FormBindHost & {
18
+ outEventListeners: number;
19
+ frameOut: boolean;
20
+ lastOutAt: number;
21
+ outInterval: number;
22
+ runtime: {
23
+ canvas: HTMLCanvasElement;
24
+ backend?: string;
25
+ } | null;
26
+ frame: number;
27
+ frameOutBusy: boolean;
28
+ frameOutSeq: number;
29
+ lastFrameUrl: string;
30
+ dispatchEvent: (event: Event) => boolean;
31
+ };
32
+
33
+ function hasOutConsumer(host: OutFrameHost): boolean {
34
+ if (host.outEventListeners > 0) return true;
35
+ // Même contrat que sonic-3d : frame-out force la pub même sans listener proxy.
36
+ if (host.frameOut && host.outPublisher) return true;
37
+ const pub = host.outPublisher as OutPublisherLike | null;
38
+ if (!pub?._proxies_) return false;
39
+ for (const key of [...OUT_META_KEYS, ...FRAME_OUT_KEYS]) {
40
+ const p = pub._proxies_.get(key);
41
+ if (p?.hasListener?.()) return true;
42
+ }
43
+ return false;
44
+ }
45
+
46
+ function maybePublishOut(host: OutFrameHost & HTMLElement, now: number, time: number) {
47
+ if (!hasOutConsumer(host)) return;
48
+ if (now - host.lastOutAt < host.outInterval) return;
49
+ host.lastOutAt = now;
50
+ const payload: SonicWebGpuOutput = {
51
+ time,
52
+ frame: host.frame,
53
+ mouseX: host.mouseVec[0],
54
+ mouseY: host.mouseVec[1],
55
+ hovering: host.hovering,
56
+ param0: host.param0,
57
+ param1: host.param1,
58
+ param2: host.param2,
59
+ param3: host.param3,
60
+ backend: host.runtime?.backend as SonicWebGpuOutput["backend"],
61
+ };
62
+ host.dispatchEvent(
63
+ new CustomEvent("out", {
64
+ detail: payload,
65
+ bubbles: true,
66
+ composed: true,
67
+ }),
68
+ );
69
+ const pub = host.outPublisher;
70
+ if (pub) {
71
+ const sharedForm =
72
+ formBind.resolveFormProviderId(host) ===
73
+ (host.outDataProvider?.trim() || formBind.resolveFormProviderId(host));
74
+ const patch: Record<string, unknown> = {
75
+ time: payload.time,
76
+ frame: payload.frame,
77
+ mouseX: payload.mouseX,
78
+ mouseY: payload.mouseY,
79
+ hovering: payload.hovering,
80
+ };
81
+ if (!sharedForm) {
82
+ for (const k of OUT_PARAM_KEYS) patch[k] = payload[k];
83
+ }
84
+ pub.set(patch);
85
+ }
86
+ if (host.frameOut) void publishFrameSnapshot(host);
87
+ }
88
+
89
+ async function publishFrameSnapshot(host: OutFrameHost) {
90
+ if (host.frameOutBusy || !host.runtime) return;
91
+ const canvas = host.runtime.canvas;
92
+ if (canvas.width < 1 || canvas.height < 1) return;
93
+ host.frameOutBusy = true;
94
+ const seq = ++host.frameOutSeq;
95
+ const width = canvas.width;
96
+ const height = canvas.height;
97
+ try {
98
+ const blob = await new Promise<Blob | null>((resolve) => {
99
+ try {
100
+ canvas.toBlob((b) => resolve(b), "image/png");
101
+ } catch {
102
+ resolve(null);
103
+ }
104
+ });
105
+ if (seq !== host.frameOutSeq) {
106
+ return;
107
+ }
108
+ if (!blob || !host.outPublisher) return;
109
+ const url = URL.createObjectURL(blob);
110
+ revokeFrameUrl(host);
111
+ host.lastFrameUrl = url;
112
+ host.outPublisher.set({
113
+ frameUrl: url,
114
+ snapshot: {
115
+ url,
116
+ width,
117
+ height,
118
+ mime: "image/png",
119
+ },
120
+ });
121
+ } finally {
122
+ if (seq === host.frameOutSeq) host.frameOutBusy = false;
123
+ }
124
+ }
125
+
126
+ function revokeFrameUrl(host: OutFrameHost) {
127
+ if (!host.lastFrameUrl) return;
128
+ revokeMediaUrls([host.lastFrameUrl]);
129
+ host.lastFrameUrl = "";
130
+ }
131
+
132
+ export const outFrame = {
133
+ hasOutConsumer,
134
+ maybePublishOut,
135
+ publishFrameSnapshot,
136
+ revokeFrameUrl,
137
+ } as const;
@@ -0,0 +1,426 @@
1
+ /// <reference types="@webgpu/types" />
2
+
3
+ import { requestBestAdapter, type WebGpuFrameState } from "./gpu-runtime";
4
+
5
+ const PARTICLE_COUNT = 1200;
6
+ const FLOATS_PER_PARTICLE = 4; // x, y, vx, vy
7
+ const BYTES_PER_FLOAT = 4;
8
+ const WORKGROUP_SIZE = 64;
9
+ const VERTICES_PER_PARTICLE = 6;
10
+ /** Layout WGSL uniform (align vec4) : 16 × f32 = 64 bytes */
11
+ const UNIFORM_FLOATS = 16;
12
+
13
+ const UNIFORMS_STRUCT = `
14
+ struct Uniforms {
15
+ resolution: vec2f,
16
+ time: f32,
17
+ dt: f32,
18
+ mouse: vec2f,
19
+ _pad: vec2f,
20
+ params: vec4f,
21
+ }
22
+ `;
23
+
24
+ const COMPUTE_WGSL = `
25
+ ${UNIFORMS_STRUCT}
26
+ struct Particle {
27
+ pos: vec2f,
28
+ vel: vec2f,
29
+ }
30
+ const COUNT: u32 = ${PARTICLE_COUNT}u;
31
+ @group(0) @binding(0) var<uniform> u: Uniforms;
32
+ @group(0) @binding(1) var<storage, read_write> particles: array<Particle, COUNT>;
33
+
34
+ @compute @workgroup_size(${WORKGROUP_SIZE})
35
+ fn cs_main(@builtin(global_invocation_id) id: vec3u) {
36
+ let i = id.x;
37
+ if (i >= COUNT) { return; }
38
+ var p = particles[i];
39
+ let speed = 0.35 + u.params.x * 2.2;
40
+ let attract = u.params.y;
41
+ let damp = 0.98;
42
+ var force = vec2f(0.0);
43
+ if (attract > 0.001 && length(u.mouse) > 0.5) {
44
+ let toM = u.mouse - p.pos;
45
+ let d = max(length(toM), 12.0);
46
+ force += normalize(toM) * (attract * 6000.0 / (d * d));
47
+ }
48
+ let c = u.resolution * 0.5;
49
+ let toC = p.pos - c;
50
+ force += vec2f(-toC.y, toC.x) * 0.0025 * speed;
51
+ let stepDt = max(u.dt, 0.008);
52
+ p.vel = (p.vel + force * stepDt) * damp;
53
+ p.pos += p.vel * stepDt * 60.0 * speed;
54
+ if (p.pos.x < 0.0) { p.pos.x += u.resolution.x; }
55
+ if (p.pos.x > u.resolution.x) { p.pos.x -= u.resolution.x; }
56
+ if (p.pos.y < 0.0) { p.pos.y += u.resolution.y; }
57
+ if (p.pos.y > u.resolution.y) { p.pos.y -= u.resolution.y; }
58
+ particles[i] = p;
59
+ }
60
+ `;
61
+
62
+ const RENDER_WGSL = `
63
+ ${UNIFORMS_STRUCT}
64
+ struct Particle {
65
+ pos: vec2f,
66
+ vel: vec2f,
67
+ }
68
+ const COUNT: u32 = ${PARTICLE_COUNT}u;
69
+ struct VsOut {
70
+ @builtin(position) position: vec4f,
71
+ @location(0) speed: f32,
72
+ @location(1) local: vec2f,
73
+ }
74
+ @group(0) @binding(0) var<uniform> u: Uniforms;
75
+ @group(0) @binding(1) var<storage, read> particles: array<Particle, COUNT>;
76
+
77
+ @vertex
78
+ fn vs_main(@builtin(vertex_index) vi: u32) -> VsOut {
79
+ let i = vi / 6u;
80
+ let c = vi % 6u;
81
+ var local = vec2f(0.0);
82
+ if (c == 0u) { local = vec2f(-1.0, -1.0); }
83
+ else if (c == 1u) { local = vec2f(1.0, -1.0); }
84
+ else if (c == 2u) { local = vec2f(-1.0, 1.0); }
85
+ else if (c == 3u) { local = vec2f(-1.0, 1.0); }
86
+ else if (c == 4u) { local = vec2f(1.0, -1.0); }
87
+ else { local = vec2f(1.0, 1.0); }
88
+
89
+ let p = particles[i];
90
+ let radius = 2.8;
91
+ let pos = p.pos + local * radius;
92
+ let ndc = (pos / max(u.resolution, vec2f(1.0))) * 2.0 - vec2f(1.0);
93
+ var out: VsOut;
94
+ out.position = vec4f(ndc.x, -ndc.y, 0.0, 1.0);
95
+ out.speed = length(p.vel);
96
+ out.local = local;
97
+ return out;
98
+ }
99
+
100
+ @fragment
101
+ fn fs_main(in: VsOut) -> @location(0) vec4f {
102
+ let d = length(in.local);
103
+ if (d > 1.0) { discard; }
104
+ let soft = 1.0 - smoothstep(0.55, 1.0, d);
105
+ let t = clamp(in.speed * 0.08, 0.0, 1.0);
106
+ let col = mix(vec3f(0.25, 0.65, 1.0), vec3f(1.0, 0.5, 0.2), t);
107
+ return vec4f(col * soft, soft);
108
+ }
109
+ `;
110
+
111
+ /**
112
+ * Noyau compute particules — ce qui démarque WebGPU de sonic-shader.
113
+ * Fallback CPU + Canvas2D si pas d’adapter (même rendu utile en démo).
114
+ */
115
+ export class ParticlesRuntime {
116
+ readonly backend: "webgpu" | "canvas2d";
117
+ readonly canvas: HTMLCanvasElement;
118
+ private device: GPUDevice | null = null;
119
+ private context: GPUCanvasContext | null = null;
120
+ private format: GPUTextureFormat = "bgra8unorm";
121
+ private uniformBuffer: GPUBuffer | null = null;
122
+ private particleBuffer: GPUBuffer | null = null;
123
+ private computePipeline: GPUComputePipeline | null = null;
124
+ private renderPipeline: GPURenderPipeline | null = null;
125
+ private bindGroup: GPUBindGroup | null = null;
126
+ private cpu: Float32Array;
127
+ private ctx2d: CanvasRenderingContext2D | null = null;
128
+ private lastTime = 0;
129
+ private disposed = false;
130
+ private seeded = false;
131
+
132
+ private constructor(
133
+ canvas: HTMLCanvasElement,
134
+ backend: "webgpu" | "canvas2d",
135
+ ) {
136
+ this.canvas = canvas;
137
+ this.backend = backend;
138
+ this.cpu = new Float32Array(PARTICLE_COUNT * FLOATS_PER_PARTICLE);
139
+ }
140
+
141
+ static async create(canvas: HTMLCanvasElement): Promise<ParticlesRuntime> {
142
+ const gpu = navigator.gpu;
143
+ if (gpu) {
144
+ try {
145
+ const adapter = await requestBestAdapter(gpu);
146
+ if (adapter) {
147
+ const device = await adapter.requestDevice();
148
+ const context = canvas.getContext("webgpu");
149
+ if (context) {
150
+ const format = gpu.getPreferredCanvasFormat();
151
+ context.configure({
152
+ device,
153
+ format,
154
+ alphaMode: "premultiplied",
155
+ });
156
+ const rt = new ParticlesRuntime(canvas, "webgpu");
157
+ rt.device = device;
158
+ rt.context = context;
159
+ rt.format = format;
160
+ rt.initGpu();
161
+ return rt;
162
+ }
163
+ device.destroy();
164
+ }
165
+ } catch {
166
+ /* fall through Canvas2D */
167
+ }
168
+ }
169
+ const ctx = canvas.getContext("2d", { alpha: true });
170
+ if (!ctx) throw new Error("Particles: ni WebGPU ni Canvas2D");
171
+ const rt = new ParticlesRuntime(canvas, "canvas2d");
172
+ rt.ctx2d = ctx;
173
+ return rt;
174
+ }
175
+
176
+ async setShader(_s: string): Promise<void> {}
177
+ async setChannel(_i: 0 | 1 | 2 | 3, _url: string): Promise<void> {}
178
+ getTextureSize(_url: string) {
179
+ return null;
180
+ }
181
+
182
+ resize(width: number, height: number) {
183
+ const w = Math.max(1, Math.floor(width));
184
+ const h = Math.max(1, Math.floor(height));
185
+ if (this.canvas.width === w && this.canvas.height === h) return;
186
+ this.canvas.width = w;
187
+ this.canvas.height = h;
188
+ if (this.context && this.device) {
189
+ this.context.configure({
190
+ device: this.device,
191
+ format: this.format,
192
+ alphaMode: "premultiplied",
193
+ });
194
+ }
195
+ this.seed(w, h);
196
+ }
197
+
198
+ draw(state: WebGpuFrameState) {
199
+ if (this.disposed) return;
200
+ if (state.width < 2 || state.height < 2) return;
201
+ if (!this.seeded) this.seed(state.width, state.height);
202
+ const dt =
203
+ this.lastTime > 0
204
+ ? Math.min(0.05, Math.max(0.001, state.time - this.lastTime))
205
+ : 0.016;
206
+ this.lastTime = state.time;
207
+ if (this.backend === "webgpu") this.drawGpu(state, dt);
208
+ else this.drawCpu(state, dt);
209
+ }
210
+
211
+ dispose(_lose = true) {
212
+ if (this.disposed) return;
213
+ this.disposed = true;
214
+ this.uniformBuffer?.destroy();
215
+ this.particleBuffer?.destroy();
216
+ try {
217
+ this.context?.unconfigure();
218
+ } catch {
219
+ /* ignore */
220
+ }
221
+ this.device?.destroy();
222
+ this.device = null;
223
+ }
224
+
225
+ private initGpu() {
226
+ const device = this.device!;
227
+ this.uniformBuffer = device.createBuffer({
228
+ size: UNIFORM_FLOATS * BYTES_PER_FLOAT,
229
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
230
+ });
231
+ this.particleBuffer = device.createBuffer({
232
+ size: PARTICLE_COUNT * FLOATS_PER_PARTICLE * BYTES_PER_FLOAT,
233
+ usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
234
+ });
235
+ const computeModule = device.createShaderModule({ code: COMPUTE_WGSL });
236
+ const renderModule = device.createShaderModule({ code: RENDER_WGSL });
237
+ this.computePipeline = device.createComputePipeline({
238
+ layout: "auto",
239
+ compute: { module: computeModule, entryPoint: "cs_main" },
240
+ });
241
+ this.renderPipeline = device.createRenderPipeline({
242
+ layout: "auto",
243
+ vertex: { module: renderModule, entryPoint: "vs_main" },
244
+ fragment: {
245
+ module: renderModule,
246
+ entryPoint: "fs_main",
247
+ targets: [
248
+ {
249
+ format: this.format,
250
+ blend: {
251
+ color: {
252
+ srcFactor: "src-alpha",
253
+ dstFactor: "one-minus-src-alpha",
254
+ operation: "add",
255
+ },
256
+ alpha: {
257
+ srcFactor: "one",
258
+ dstFactor: "one-minus-src-alpha",
259
+ operation: "add",
260
+ },
261
+ },
262
+ },
263
+ ],
264
+ },
265
+ primitive: { topology: "triangle-list" },
266
+ });
267
+ }
268
+
269
+ private ensureBindGroups() {
270
+ const device = this.device!;
271
+ if (!this.computePipeline || !this.renderPipeline) return;
272
+ if (this.bindGroup) return;
273
+ this.bindGroup = device.createBindGroup({
274
+ layout: this.computePipeline.getBindGroupLayout(0),
275
+ entries: [
276
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
277
+ { binding: 1, resource: { buffer: this.particleBuffer! } },
278
+ ],
279
+ });
280
+ }
281
+
282
+ private drawGpu(state: WebGpuFrameState, dt: number) {
283
+ const device = this.device!;
284
+ const context = this.context!;
285
+ if (!this.computePipeline || !this.renderPipeline) return;
286
+ // Souris host = origine bas (ShaderToy) ; buffer particules = origine haut
287
+ const fixed: WebGpuFrameState = {
288
+ ...state,
289
+ mouse: [
290
+ state.mouse[0],
291
+ state.height - state.mouse[1],
292
+ state.mouse[2],
293
+ state.height - state.mouse[3],
294
+ ],
295
+ };
296
+ this.writeUniforms(fixed, dt);
297
+ this.ensureBindGroups();
298
+ const renderBg = device.createBindGroup({
299
+ layout: this.renderPipeline.getBindGroupLayout(0),
300
+ entries: [
301
+ { binding: 0, resource: { buffer: this.uniformBuffer! } },
302
+ { binding: 1, resource: { buffer: this.particleBuffer! } },
303
+ ],
304
+ });
305
+ const encoder = device.createCommandEncoder();
306
+ const passC = encoder.beginComputePass();
307
+ passC.setPipeline(this.computePipeline);
308
+ passC.setBindGroup(0, this.bindGroup!);
309
+ passC.dispatchWorkgroups(Math.ceil(PARTICLE_COUNT / WORKGROUP_SIZE));
310
+ passC.end();
311
+ const passR = encoder.beginRenderPass({
312
+ colorAttachments: [
313
+ {
314
+ view: context.getCurrentTexture().createView(),
315
+ clearValue: { r: 0.04, g: 0.05, b: 0.08, a: 1 },
316
+ loadOp: "clear",
317
+ storeOp: "store",
318
+ },
319
+ ],
320
+ });
321
+ passR.setPipeline(this.renderPipeline);
322
+ passR.setBindGroup(0, renderBg);
323
+ passR.draw(PARTICLE_COUNT * VERTICES_PER_PARTICLE);
324
+ passR.end();
325
+ device.queue.submit([encoder.finish()]);
326
+ }
327
+
328
+ private drawCpu(state: WebGpuFrameState, dt: number) {
329
+ const ctx = this.ctx2d!;
330
+ const w = state.width;
331
+ const h = state.height;
332
+ const speed = 0.35 + state.params[0] * 2.2;
333
+ const attract = state.params[1];
334
+ const mx = state.mouse[0];
335
+ const my = h - state.mouse[1];
336
+ for (let i = 0; i < PARTICLE_COUNT; i++) {
337
+ const o = i * FLOATS_PER_PARTICLE;
338
+ let x = this.cpu[o];
339
+ let y = this.cpu[o + 1];
340
+ let vx = this.cpu[o + 2];
341
+ let vy = this.cpu[o + 3];
342
+ let fx = 0;
343
+ let fy = 0;
344
+ if (attract > 0.001 && (mx > 0.5 || my > 0.5)) {
345
+ const dx = mx - x;
346
+ const dy = my - y;
347
+ const d = Math.max(Math.hypot(dx, dy), 8);
348
+ const f = (attract * 4000) / (d * d);
349
+ fx += (dx / d) * f;
350
+ fy += (dy / d) * f;
351
+ }
352
+ const cx = w * 0.5;
353
+ const cy = h * 0.5;
354
+ fx += -(y - cy) * 0.0008 * speed;
355
+ fy += (x - cx) * 0.0008 * speed;
356
+ vx = (vx + fx * dt) * 0.985;
357
+ vy = (vy + fy * dt) * 0.985;
358
+ x += vx * dt * 60 * speed;
359
+ y += vy * dt * 60 * speed;
360
+ if (x < 0) x += w;
361
+ if (x > w) x -= w;
362
+ if (y < 0) y += h;
363
+ if (y > h) y -= h;
364
+ this.cpu[o] = x;
365
+ this.cpu[o + 1] = y;
366
+ this.cpu[o + 2] = vx;
367
+ this.cpu[o + 3] = vy;
368
+ }
369
+ ctx.fillStyle = "rgb(10, 12, 20)";
370
+ ctx.fillRect(0, 0, w, h);
371
+ for (let i = 0; i < PARTICLE_COUNT; i++) {
372
+ const o = i * FLOATS_PER_PARTICLE;
373
+ const sp = Math.hypot(this.cpu[o + 2], this.cpu[o + 3]);
374
+ const t = Math.min(1, sp * 0.08);
375
+ const r = Math.round(51 + t * 204);
376
+ const g = Math.round(140 - t * 25);
377
+ const b = Math.round(255 - t * 204);
378
+ ctx.fillStyle = `rgba(${r},${g},${b},0.85)`;
379
+ ctx.fillRect(this.cpu[o], this.cpu[o + 1], 2, 2);
380
+ }
381
+ }
382
+
383
+ private writeUniforms(state: WebGpuFrameState, dt: number) {
384
+ // Doit matcher le struct WGSL (padding avant params @ 32 bytes)
385
+ const data = new Float32Array(UNIFORM_FLOATS);
386
+ data[0] = state.width;
387
+ data[1] = state.height;
388
+ data[2] = state.time;
389
+ data[3] = dt;
390
+ data[4] = state.mouse[0];
391
+ data[5] = state.mouse[1];
392
+ data[6] = 0;
393
+ data[7] = 0;
394
+ data[8] = state.params[0];
395
+ data[9] = state.params[1];
396
+ data[10] = state.params[2];
397
+ data[11] = state.params[3];
398
+ this.device!.queue.writeBuffer(
399
+ this.uniformBuffer!,
400
+ 0,
401
+ data.buffer,
402
+ data.byteOffset,
403
+ data.byteLength,
404
+ );
405
+ }
406
+
407
+ private seed(w: number, h: number) {
408
+ for (let i = 0; i < PARTICLE_COUNT; i++) {
409
+ const o = i * FLOATS_PER_PARTICLE;
410
+ this.cpu[o] = Math.random() * w;
411
+ this.cpu[o + 1] = Math.random() * h;
412
+ this.cpu[o + 2] = (Math.random() - 0.5) * 2;
413
+ this.cpu[o + 3] = (Math.random() - 0.5) * 2;
414
+ }
415
+ if (this.device && this.particleBuffer) {
416
+ this.device.queue.writeBuffer(
417
+ this.particleBuffer,
418
+ 0,
419
+ this.cpu.buffer,
420
+ this.cpu.byteOffset,
421
+ this.cpu.byteLength,
422
+ );
423
+ }
424
+ this.seeded = true;
425
+ }
426
+ }
@@ -0,0 +1,85 @@
1
+ export type PointerHost = {
2
+ mouse: boolean;
3
+ hovering: boolean;
4
+ mouseVec: [number, number, number, number];
5
+ runtime: {
6
+ canvas: HTMLCanvasElement;
7
+ draw: (opts: {
8
+ width: number;
9
+ height: number;
10
+ time: number;
11
+ frame: number;
12
+ mouse: [number, number, number, number];
13
+ params: [number, number, number, number];
14
+ }) => void;
15
+ } | null;
16
+ raf: number;
17
+ ready: boolean;
18
+ startTime: number;
19
+ frame: number;
20
+ param0: number;
21
+ param1: number;
22
+ param2: number;
23
+ param3: number;
24
+ getBoundingClientRect: () => DOMRect;
25
+ };
26
+
27
+ function pointerToMouse(host: PointerHost, e: PointerEvent) {
28
+ if (!host.mouse || !host.runtime) return;
29
+ const rect = host.getBoundingClientRect();
30
+ if (rect.width < 1 || rect.height < 1) return;
31
+ // Même convention que sonic-shader (px drawing buffer, origine bas-gauche)
32
+ const dpr = host.runtime.canvas.width / Math.max(rect.width, 1);
33
+ const x = (e.clientX - rect.left) * dpr;
34
+ const y = (rect.height - (e.clientY - rect.top)) * dpr;
35
+ host.mouseVec[0] = x;
36
+ host.mouseVec[1] = y;
37
+ // Redessine même si la boucle est en pause
38
+ if (!host.raf && host.ready && host.runtime) {
39
+ const time = host.startTime
40
+ ? (performance.now() - host.startTime) / 1000
41
+ : 0;
42
+ host.runtime.draw({
43
+ width: host.runtime.canvas.width,
44
+ height: host.runtime.canvas.height,
45
+ time,
46
+ frame: host.frame,
47
+ mouse: host.mouseVec,
48
+ params: [host.param0, host.param1, host.param2, host.param3],
49
+ });
50
+ }
51
+ }
52
+
53
+ function onMove(host: PointerHost, e: PointerEvent) {
54
+ pointerToMouse(host, e);
55
+ }
56
+
57
+ function onDown(host: PointerHost, e: PointerEvent) {
58
+ pointerToMouse(host, e);
59
+ host.mouseVec[2] = host.mouseVec[0];
60
+ host.mouseVec[3] = host.mouseVec[1];
61
+ }
62
+
63
+ function onUp(host: PointerHost) {
64
+ host.mouseVec[2] = 0;
65
+ host.mouseVec[3] = 0;
66
+ }
67
+
68
+ function onEnter(host: PointerHost) {
69
+ host.hovering = true;
70
+ }
71
+
72
+ function onLeave(host: PointerHost) {
73
+ host.hovering = false;
74
+ host.mouseVec[2] = 0;
75
+ host.mouseVec[3] = 0;
76
+ }
77
+
78
+ export const pointer = {
79
+ pointerToMouse,
80
+ onMove,
81
+ onDown,
82
+ onUp,
83
+ onEnter,
84
+ onLeave,
85
+ } as const;