glre 0.16.0 → 0.18.0

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.
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1
+ {"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect, useMemo } from 'react'\nimport { createTF, gl } from './index'\nimport { frame } from 'refr'\nimport { useMutable } from 'reev/react'\nimport type { GL } from './types'\nimport type { Fun } from 'refr'\n\nexport const useGL = (props: Partial<GL> = {}, self = gl) => {\n const memo1 = useMutable(props) as Partial<GL>\n const memo2 = useMutable({\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n } else self.clean()\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n },\n }) as Partial<GL>\n\n return useMemo(() => self(memo2)(memo1), [self, memo1, memo2])\n}\n\nexport const useTF = (props: Partial<GL>, self = gl) => {\n const memo = useMutable(props) as Partial<GL>\n const tf = useMemo(() => createTF(memo, self), [memo, self])\n useEffect(() => void tf.mount() || tf.clean, [self])\n return tf\n}\n\nexport const useTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const useAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n\nexport const useUniform = (props: any, self = gl) => {\n return self.uniform(props)\n}\n\nexport const useFrame = (fun: Fun, self = gl) => {\n useEffect(() => void self.frame(fun), [])\n useEffect(() => () => self.frame(fun), [])\n return self\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.gl.clear(self.gl[key])\n }\n\n const viewport = (size: number[] = self.size) => {\n self.gl.viewport(0, 0, ...size)\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n }\n\n const self = event<Partial<GL>>({\n vertex: _defaultVertex,\n fragment: _defaultFragment,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n counter: 0,\n init,\n render,\n resize,\n mousemove,\n load,\n clear,\n viewport,\n drawArrays,\n drawElements,\n }) as GL\n\n const _texture = (\n alt: string,\n src: string,\n crossOrigin = 'anonymous'\n ) => {\n if (typeof window === 'undefined') return\n const image = new Image()\n const callback = (_: any) => self.load(_, image)\n image.addEventListener('load', callback, false)\n Object.assign(image, { src, alt, crossOrigin })\n }\n\n const _uniform = (key: string, value = 0, isMatrix = false) => {\n const type = uniformType(value, isMatrix)\n self.frame(() => {\n const loc = self.location(key)\n if (isMatrix) self.gl[type](loc, false, value)\n else self.gl[type](loc, value)\n })\n }\n\n const _attribute = (\n key: string,\n value: number[],\n iboValue?: number[]\n ) => {\n self.frame(() => {\n const loc = self.location(key, true)\n const vbo = createVbo(self.gl, value)\n const ibo = createIbo(self.gl, iboValue)\n const n = self.count\n const stride = vertexStride(n, value, iboValue)\n createAttribute(self.gl, stride, loc, vbo, ibo)\n })\n }\n\n self.frame = queue()\n self.texture = durable(_texture)\n self.uniform = durable(_uniform)\n self.attribute = durable(_attribute)\n\n return self\n}\n\nexport const gl = createGL()\n\nexport const createTF = (props?: Partial<GL>, self = gl) => {\n const mount = () => {\n tf(props)\n tf.el = self.el\n tf.gl = self.gl\n tf.frame = self.frame\n tf.init()\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const clean = () => {\n tf(props)\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const tf = createGL()\n\n tf({ mount, clean })\n return tf\n}\n\nexport default gl\n","/**\n * utils\n */\nexport const uniformType = (value: number | number[], isMatrix = false) => {\n let length = typeof value === 'number' ? 0 : value?.length\n if (!length) return `uniform1f`\n if (!isMatrix) return `uniform${length}fv`\n length = Math.sqrt(length) << 0\n return `uniformMatrix${length}fv`\n}\n\nexport const vertexStride = (\n count: number,\n value: number[],\n iboValue?: number[]\n) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== stride << 0)\n console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return stride << 0\n}\n\n/**\n * graphics\n */\nexport const createShader = (gl: any, source: string, type: unknown) => {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n return shader\n } else throw 'Could not compile glsl\\n\\n' + gl.getShaderInfoLog(shader)\n}\n\nexport const createProgram = (gl: any, vs: any, fs: any) => {\n const program = gl.createProgram()\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n if (gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.useProgram(program)\n return program\n } else {\n console.log(gl.getProgramInfoLog(program))\n return null\n }\n}\n\nexport const createTfProgram = (gl: any, vs: any, fs: any, varyings?: any) => {\n const pg = gl.createProgram()\n gl.attachShader(pg, vs)\n gl.attachShader(pg, fs)\n gl.transformFeedbackVaryings(pg, varyings, gl.SEPARATE_ATTRIBS)\n gl.linkProgram(pg)\n if (gl.getProgramParameter(pg, gl.LINK_STATUS)) {\n gl.useProgram(pg)\n return pg\n } else {\n console.warn(gl.getProgramInfoLog(pg))\n return null\n }\n}\n\nexport const createVbo = (gl: any, data: number[]) => {\n if (!data) return\n const vbo = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n gl.bindBuffer(gl.ARRAY_BUFFER, null)\n return vbo\n}\n\nexport const createIbo = (gl: any, data?: number[]) => {\n if (!data) return\n const ibo = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Int16Array(data),\n gl.STATIC_DRAW\n )\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)\n return ibo\n}\n\nexport const createAttribute = (\n gl: any,\n stride: number,\n location: any,\n vbo: any,\n ibo: any\n) => {\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0)\n if (ibo) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createFramebuffer = (gl: any, width: number, height: number) => {\n const frameBuffer = gl.createFramebuffer()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n const renderBuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer)\n gl.renderbufferStorage(\n gl.RENDERBUFFER,\n gl.DEPTH_COMPONENT16,\n width,\n height\n )\n gl.framebufferRenderbuffer(\n gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.RENDERBUFFER,\n renderBuffer\n )\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindRenderbuffer(gl.RENDERBUFFER, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, renderBuffer, texture }\n}\n\nexport const createFramebufferFloat = (\n gl: any,\n ext: any,\n width: number,\n height: number\n) => {\n const flg =\n ext.textureFloat != null\n ? gl.FLOAT\n : ext.textureHalfFloat.HALF_FLOAT_OES\n const frameBuffer = gl.createFramebuffer()\n const texture = gl.createTexture()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n flg,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, texture }\n}\n\nexport const createTexture = (gl: any, img: any) => {\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)\n gl.generateMipmap(gl.TEXTURE_2D)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.bindTexture(gl.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n gl: any,\n location: any,\n activeUnit: any,\n texture: any\n) => {\n gl.uniform1i(location, activeUnit)\n gl.activeTexture(gl['TEXTURE' + activeUnit])\n gl.bindTexture(gl.TEXTURE_2D, 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@@ -0,0 +1,65 @@
1
+ import * as reev_types from 'reev/types';
2
+ import { Fun } from 'reev/types';
3
+ import * as refr from 'refr';
4
+ import { G as GL, P as PrecisionMode, U as Uniform, A as Attribute, a as GLClearMode, b as GLDrawMode } from './types-20446758.js';
5
+ import 'refr/types';
6
+
7
+ declare const onGL: (props?: Partial<GL>, self?: GL) => reev_types.default<{
8
+ id: string;
9
+ width: number;
10
+ height: number;
11
+ size: [number, number];
12
+ mouse: [number, number];
13
+ count: number;
14
+ vs: string;
15
+ fs: string;
16
+ vert: string;
17
+ frag: string;
18
+ vertex: string;
19
+ fragment: string;
20
+ varying: string;
21
+ int: PrecisionMode;
22
+ float: PrecisionMode;
23
+ sampler2D: PrecisionMode;
24
+ samplerCube: PrecisionMode;
25
+ lastActiveUnit: number;
26
+ gl: any;
27
+ pg: any;
28
+ el: any;
29
+ frame: refr.Queue;
30
+ target: any;
31
+ stride: reev_types.Nested<number, any[]>;
32
+ location: reev_types.Nested<any, any[]>;
33
+ activeUnit: reev_types.Nested<number, any[]>;
34
+ default: any;
35
+ ref?: any;
36
+ init(varying?: string[]): void;
37
+ mount(): void;
38
+ clean(): void;
39
+ render(): void;
40
+ mousemove(e: Event): void;
41
+ resize(e?: Event, width?: number, height?: number): void;
42
+ load(e?: Event, image?: HTMLImageElement): void;
43
+ uniform(key: string, value: Uniform): GL;
44
+ uniform(target: {
45
+ [key: string]: Uniform;
46
+ }): GL;
47
+ texture(key: string, value: string): GL;
48
+ texture(target: {
49
+ [key: string]: string;
50
+ }): GL;
51
+ attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
52
+ attribute(target: {
53
+ [key: string]: Attribute;
54
+ }): GL;
55
+ clear(key?: GLClearMode): void;
56
+ viewport(size?: [number, number]): void;
57
+ drawArrays(key?: GLDrawMode): void;
58
+ drawElements(key?: GLDrawMode): void;
59
+ }, any[] | unknown[]>;
60
+ declare const onTF: (props?: Partial<GL>, self?: GL) => GL;
61
+ declare const onFrame: (fun: Fun, self?: GL) => void;
62
+ declare const setTexture: (props: any, self?: GL) => GL;
63
+ declare const setAttribute: (props: any, self?: GL) => GL;
64
+
65
+ export { onFrame, onGL, onTF, setAttribute, setTexture };
package/dist/solid.js ADDED
@@ -0,0 +1,15 @@
1
+ var F=Object.defineProperty;var O=Object.getOwnPropertyDescriptor;var z=Object.getOwnPropertyNames;var H=Object.prototype.hasOwnProperty;var Y=(e,t)=>{for(var n in t)F(e,n,{get:t[n],enumerable:!0})},W=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of z(t))!H.call(e,a)&&a!==n&&F(e,a,{get:()=>t[a],enumerable:!(o=O(t,a))||o.enumerable});return e};var k=e=>W(F({},"__esModule",{value:!0}),e);var l={};Y(l,{onFrame:()=>J,onGL:()=>K,onTF:()=>j,setAttribute:()=>Z,setTexture:()=>Q});module.exports=k(l);var f=require("solid-js"),U=require("refr");var c=require("reev"),d=require("refr");var p=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},P=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},b=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
2
+
3
+ `+e.getShaderInfoLog(o)},D=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},L=(e,t,n,o)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.transformFeedbackVaryings(a,o,e.SEPARATE_ATTRIBS),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.warn(e.getProgramInfoLog(a)),null)},y=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,n),e.bufferData(e.ARRAY_BUFFER,new Float32Array(t),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),n},v=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,n),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(t),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),n},B=(e,t,n,o,a)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,a)};var X=(e,t)=>{let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),n},S=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var V=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],$=`
4
+ attribute vec4 a_position;
5
+ void main() {
6
+ gl_Position = a_position;
7
+ }
8
+ `,q=`
9
+ precision mediump float;
10
+ uniform vec2 iResolution;
11
+ void main() {
12
+ gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
+ }
14
+ `,A=performance.now(),x=0,w=0,I=e=>{let r=(0,c.event)({vertex:$,fragment:q,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let i=r.gl,E=r.vs||r.vert||r.vertex,T=r.fs||r.frag||r.fragment,u=b(i,E,i.VERTEX_SHADER),m=b(i,T,i.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:V}),(0,d.frame)(()=>void r.render()||1),r.pg=r.varying?L(i,u,m,r.varying):D(i,u,m),r.lastActiveUnit=0,r.activeUnit=(0,c.nested)(()=>r.lastActiveUnit++),r.location=(0,c.nested)((s,_=!1)=>_?i?.getAttribLocation(r.pg,s):i?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),x=A,A=performance.now()/1e3,w=A-x,r.uniform({iTime:A,iPrevTime:x,iDeltaTime:w})},resize:(i,E=r.width||window.innerWidth,T=r.height||window.innerHeight)=>{r.size[0]=r.el.width=E,r.size[1]=r.el.height=T,r.uniform("iResolution",r.size)},mousemove:(i,E=i.clientX,T=i.clientY)=>{let[u,m]=r.size,{top:s,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(E-s-u/2)/(u/2),r.mouse[1]=-(T-_-m/2)/(m/2),r.uniform("iMouse",r.mouse)},load:(i,E)=>{r.frame(()=>{let T=r.location(E.alt),u=r.activeUnit(E.alt),m=X(r.gl,E);r.frame(()=>(S(r.gl,T,u,m),!0))})},clear:(i="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[i])},viewport:(i=r.size)=>{r.gl.viewport(0,0,...i)},drawArrays:(i="TRIANGLES")=>{r.gl.drawArrays(r.gl[i],0,r.count)},drawElements:(i="TRIANGLES",E="UNSIGNED_SHORT")=>{i=r.gl[i],E=r.gl[E],r.gl.drawElements(i,r.count,E,0)}}),N=(i,E,T="anonymous")=>{if(typeof window>"u")return;let u=new Image,m=s=>r.load(s,u);u.addEventListener("load",m,!1),Object.assign(u,{src:E,alt:i,crossOrigin:T})},G=(i,E=0,T=!1)=>{let u=p(E,T);r.frame(()=>{let m=r.location(i);T?r.gl[u](m,!1,E):r.gl[u](m,E)})},h=(i,E,T)=>{r.frame(()=>{let u=r.location(i,!0),m=y(r.gl,E),s=v(r.gl,T),_=r.count,C=P(_,E,T);B(r.gl,C,u,m,s)})};return r.frame=(0,d.queue)(),r.texture=(0,c.durable)(N),r.uniform=(0,c.durable)(G),r.attribute=(0,c.durable)(h),r},R=I(),M=(e,t=R)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.frame=t.frame,a.init(),t({resize:a.resize,mousemove:a.mousemove})},o=()=>{a(e),t({resize:a.resize,mousemove:a.mousemove})},a=I();return a({mount:n,clean:o}),a};var K=(e,t=R)=>{let n={ref(o){o&&(t.target=o,t.mount())},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),U.frame.start(),window.addEventListener("resize",t.resize),window.addEventListener("mousemove",t.mousemove)},clean(){t(e)(n),U.frame.cancel(),window.removeEventListener("resize",t.resize),window.removeEventListener("mousemove",t.mousemove)}};return(0,f.onCleanup)(t.clean),t(e)(n)},j=(e,t=R)=>{let n=M(e,t);return(0,f.onMount)(()=>n.mount()),(0,f.onCleanup)(()=>n.clean()),n},J=(e,t=R)=>{(0,f.onMount)(()=>t("render",e))},Q=(e,t=R)=>t.texture(e),Z=(e,t=R)=>t.attribute(e);0&&(module.exports={onFrame,onGL,onTF,setAttribute,setTexture});
15
+ //# sourceMappingURL=solid.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../solid.ts","../index.ts","../utils.ts"],"sourcesContent":["import { onMount, onCleanup } from 'solid-js'\nimport { frame } from 'refr'\nimport { createTF, gl } from './index'\nimport { GL } from './types'\nimport type { Fun } from 'reev/types'\n\nexport const onGL = (props?: Partial<GL>, self = gl) => {\n const memo = {\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n }\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n window.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(props)(memo)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n window.removeEventListener('mousemove', self.mousemove)\n },\n }\n onCleanup(self.clean)\n return self(props)(memo)\n}\n\nexport const onTF = (props?: Partial<GL>, self = gl) => {\n const tf = createTF(props, self)\n onMount(() => tf.mount())\n onCleanup(() => tf.clean())\n return tf\n}\n\nexport const onFrame = (fun: Fun, self = gl) => {\n onMount(() => self('render', fun))\n}\n\nexport const setTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const setAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.gl.clear(self.gl[key])\n }\n\n const viewport = (size: number[] = self.size) => {\n self.gl.viewport(0, 0, ...size)\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n }\n\n const self = event<Partial<GL>>({\n vertex: _defaultVertex,\n fragment: _defaultFragment,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n counter: 0,\n init,\n render,\n resize,\n mousemove,\n load,\n clear,\n viewport,\n drawArrays,\n drawElements,\n }) as GL\n\n const _texture = (\n alt: string,\n src: string,\n crossOrigin = 'anonymous'\n ) => {\n if (typeof window === 'undefined') return\n const image = new Image()\n const callback = (_: any) => self.load(_, image)\n image.addEventListener('load', callback, false)\n Object.assign(image, { src, alt, crossOrigin })\n }\n\n const _uniform = (key: string, value = 0, isMatrix = false) => {\n const type = uniformType(value, isMatrix)\n self.frame(() => {\n const loc = self.location(key)\n if (isMatrix) self.gl[type](loc, false, value)\n else self.gl[type](loc, value)\n })\n }\n\n const _attribute = (\n key: string,\n value: number[],\n iboValue?: number[]\n ) => {\n self.frame(() => {\n const loc = self.location(key, true)\n const vbo = createVbo(self.gl, value)\n const ibo = createIbo(self.gl, iboValue)\n const n = self.count\n const stride = vertexStride(n, value, iboValue)\n createAttribute(self.gl, stride, loc, vbo, ibo)\n })\n }\n\n self.frame = queue()\n self.texture = durable(_texture)\n self.uniform = durable(_uniform)\n self.attribute = durable(_attribute)\n\n return self\n}\n\nexport const gl = createGL()\n\nexport const createTF = (props?: Partial<GL>, self = gl) => {\n const mount = () => {\n tf(props)\n tf.el = self.el\n tf.gl = self.gl\n tf.frame = self.frame\n tf.init()\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const clean = () => {\n tf(props)\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const tf = createGL()\n\n tf({ mount, clean })\n return tf\n}\n\nexport default gl\n","/**\n * utils\n */\nexport const uniformType = (value: number | number[], isMatrix = false) => {\n let length = typeof value === 'number' ? 0 : value?.length\n if (!length) return `uniform1f`\n if (!isMatrix) return `uniform${length}fv`\n length = Math.sqrt(length) << 0\n return `uniformMatrix${length}fv`\n}\n\nexport const vertexStride = (\n count: number,\n value: number[],\n iboValue?: number[]\n) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== stride << 0)\n console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return stride << 0\n}\n\n/**\n * graphics\n */\nexport const createShader = (gl: any, source: string, type: unknown) => {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n return shader\n } else throw 'Could not compile glsl\\n\\n' + gl.getShaderInfoLog(shader)\n}\n\nexport const createProgram = (gl: any, vs: any, fs: any) => {\n const program = gl.createProgram()\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n if (gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.useProgram(program)\n return program\n } else {\n console.log(gl.getProgramInfoLog(program))\n return null\n }\n}\n\nexport const createTfProgram = (gl: any, vs: any, fs: any, varyings?: any) => {\n const pg = gl.createProgram()\n gl.attachShader(pg, vs)\n gl.attachShader(pg, fs)\n gl.transformFeedbackVaryings(pg, varyings, gl.SEPARATE_ATTRIBS)\n gl.linkProgram(pg)\n if (gl.getProgramParameter(pg, gl.LINK_STATUS)) {\n gl.useProgram(pg)\n return pg\n } else {\n console.warn(gl.getProgramInfoLog(pg))\n return null\n }\n}\n\nexport const createVbo = (gl: any, data: number[]) => {\n if (!data) return\n const vbo = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n gl.bindBuffer(gl.ARRAY_BUFFER, null)\n return vbo\n}\n\nexport const createIbo = (gl: any, data?: number[]) => {\n if (!data) return\n const ibo = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Int16Array(data),\n gl.STATIC_DRAW\n )\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)\n return ibo\n}\n\nexport const createAttribute = (\n gl: any,\n stride: number,\n location: any,\n vbo: any,\n ibo: any\n) => {\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0)\n if (ibo) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createFramebuffer = (gl: any, width: number, height: number) => {\n const frameBuffer = gl.createFramebuffer()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n const renderBuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer)\n gl.renderbufferStorage(\n gl.RENDERBUFFER,\n gl.DEPTH_COMPONENT16,\n width,\n height\n )\n gl.framebufferRenderbuffer(\n gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.RENDERBUFFER,\n renderBuffer\n )\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindRenderbuffer(gl.RENDERBUFFER, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, renderBuffer, texture }\n}\n\nexport const createFramebufferFloat = (\n gl: any,\n ext: any,\n width: number,\n height: number\n) => {\n const flg =\n ext.textureFloat != null\n ? gl.FLOAT\n : ext.textureHalfFloat.HALF_FLOAT_OES\n const frameBuffer = gl.createFramebuffer()\n const texture = gl.createTexture()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n flg,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, texture }\n}\n\nexport const createTexture = (gl: any, img: any) => {\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)\n gl.generateMipmap(gl.TEXTURE_2D)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.bindTexture(gl.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n gl: any,\n location: any,\n activeUnit: any,\n texture: any\n) => {\n gl.uniform1i(location, activeUnit)\n gl.activeTexture(gl['TEXTURE' + activeUnit])\n gl.bindTexture(gl.TEXTURE_2D, 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package/dist/solid.mjs ADDED
@@ -0,0 +1,15 @@
1
+ import{onMount as I,onCleanup as M}from"solid-js";import{frame as w}from"refr";import{event as O,durable as A,nested as v}from"reev";import{queue as z,frame as H}from"refr";var F=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},b=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},_=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
2
+
3
+ `+e.getShaderInfoLog(o)},x=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},U=(e,t,n,o)=>{let i=e.createProgram();return e.attachShader(i,t),e.attachShader(i,n),e.transformFeedbackVaryings(i,o,e.SEPARATE_ATTRIBS),e.linkProgram(i),e.getProgramParameter(i,e.LINK_STATUS)?(e.useProgram(i),i):(console.warn(e.getProgramInfoLog(i)),null)},p=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,n),e.bufferData(e.ARRAY_BUFFER,new Float32Array(t),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),n},P=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,n),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(t),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),n},D=(e,t,n,o,i)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),i&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,i)};var L=(e,t)=>{let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),n},y=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var Y=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],W=`
4
+ attribute vec4 a_position;
5
+ void main() {
6
+ gl_Position = a_position;
7
+ }
8
+ `,k=`
9
+ precision mediump float;
10
+ uniform vec2 iResolution;
11
+ void main() {
12
+ gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
+ }
14
+ `,f=performance.now(),d=0,B=0,X=e=>{let r=O({vertex:W,fragment:k,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let a=r.gl,E=r.vs||r.vert||r.vertex,T=r.fs||r.frag||r.fragment,u=_(a,E,a.VERTEX_SHADER),m=_(a,T,a.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:Y}),H(()=>void r.render()||1),r.pg=r.varying?U(a,u,m,r.varying):x(a,u,m),r.lastActiveUnit=0,r.activeUnit=v(()=>r.lastActiveUnit++),r.location=v((c,R=!1)=>R?a?.getAttribLocation(r.pg,c):a?.getUniformLocation(r.pg,c))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),d=f,f=performance.now()/1e3,B=f-d,r.uniform({iTime:f,iPrevTime:d,iDeltaTime:B})},resize:(a,E=r.width||window.innerWidth,T=r.height||window.innerHeight)=>{r.size[0]=r.el.width=E,r.size[1]=r.el.height=T,r.uniform("iResolution",r.size)},mousemove:(a,E=a.clientX,T=a.clientY)=>{let[u,m]=r.size,{top:c,left:R}=r.el.getBoundingClientRect();r.mouse[0]=(E-c-u/2)/(u/2),r.mouse[1]=-(T-R-m/2)/(m/2),r.uniform("iMouse",r.mouse)},load:(a,E)=>{r.frame(()=>{let T=r.location(E.alt),u=r.activeUnit(E.alt),m=L(r.gl,E);r.frame(()=>(y(r.gl,T,u,m),!0))})},clear:(a="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[a])},viewport:(a=r.size)=>{r.gl.viewport(0,0,...a)},drawArrays:(a="TRIANGLES")=>{r.gl.drawArrays(r.gl[a],0,r.count)},drawElements:(a="TRIANGLES",E="UNSIGNED_SHORT")=>{a=r.gl[a],E=r.gl[E],r.gl.drawElements(a,r.count,E,0)}}),N=(a,E,T="anonymous")=>{if(typeof window>"u")return;let u=new Image,m=c=>r.load(c,u);u.addEventListener("load",m,!1),Object.assign(u,{src:E,alt:a,crossOrigin:T})},G=(a,E=0,T=!1)=>{let u=F(E,T);r.frame(()=>{let m=r.location(a);T?r.gl[u](m,!1,E):r.gl[u](m,E)})},h=(a,E,T)=>{r.frame(()=>{let u=r.location(a,!0),m=p(r.gl,E),c=P(r.gl,T),R=r.count,C=b(R,E,T);D(r.gl,C,u,m,c)})};return r.frame=z(),r.texture=A(N),r.uniform=A(G),r.attribute=A(h),r},s=X(),S=(e,t=s)=>{let n=()=>{i(e),i.el=t.el,i.gl=t.gl,i.frame=t.frame,i.init(),t({resize:i.resize,mousemove:i.mousemove})},o=()=>{i(e),t({resize:i.resize,mousemove:i.mousemove})},i=X();return i({mount:n,clean:o}),i};var ne=(e,t=s)=>{let n={ref(o){o&&(t.target=o,t.mount())},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),w.start(),window.addEventListener("resize",t.resize),window.addEventListener("mousemove",t.mousemove)},clean(){t(e)(n),w.cancel(),window.removeEventListener("resize",t.resize),window.removeEventListener("mousemove",t.mousemove)}};return M(t.clean),t(e)(n)},oe=(e,t=s)=>{let n=S(e,t);return I(()=>n.mount()),M(()=>n.clean()),n},ae=(e,t=s)=>{I(()=>t("render",e))},ie=(e,t=s)=>t.texture(e),Ee=(e,t=s)=>t.attribute(e);export{ae as onFrame,ne as onGL,oe as onTF,Ee as setAttribute,ie as setTexture};
15
+ //# sourceMappingURL=solid.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../solid.ts","../index.ts","../utils.ts"],"sourcesContent":["import { onMount, onCleanup } from 'solid-js'\nimport { frame } from 'refr'\nimport { createTF, gl } from './index'\nimport { GL } from './types'\nimport type { Fun } from 'reev/types'\n\nexport const onGL = (props?: Partial<GL>, self = gl) => {\n const memo = {\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n }\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n window.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(props)(memo)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n window.removeEventListener('mousemove', self.mousemove)\n },\n }\n onCleanup(self.clean)\n return self(props)(memo)\n}\n\nexport const onTF = (props?: Partial<GL>, self = gl) => {\n const tf = createTF(props, self)\n onMount(() => tf.mount())\n onCleanup(() => tf.clean())\n return tf\n}\n\nexport const onFrame = (fun: Fun, self = gl) => {\n onMount(() => self('render', fun))\n}\n\nexport const setTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const setAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.gl.clear(self.gl[key])\n }\n\n const viewport = (size: number[] = self.size) => {\n self.gl.viewport(0, 0, ...size)\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n }\n\n const self = event<Partial<GL>>({\n vertex: _defaultVertex,\n fragment: _defaultFragment,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n counter: 0,\n init,\n render,\n resize,\n mousemove,\n load,\n clear,\n viewport,\n drawArrays,\n drawElements,\n }) as GL\n\n const _texture = (\n alt: string,\n src: string,\n crossOrigin = 'anonymous'\n ) => {\n if (typeof window === 'undefined') return\n const image = new Image()\n const callback = (_: any) => self.load(_, image)\n image.addEventListener('load', callback, false)\n Object.assign(image, { src, alt, crossOrigin })\n }\n\n const _uniform = (key: string, value = 0, isMatrix = false) => {\n const type = uniformType(value, isMatrix)\n self.frame(() => {\n const loc = self.location(key)\n if (isMatrix) self.gl[type](loc, false, value)\n else self.gl[type](loc, value)\n })\n }\n\n const _attribute = (\n key: string,\n value: number[],\n iboValue?: number[]\n ) => {\n self.frame(() => {\n const loc = self.location(key, true)\n const vbo = createVbo(self.gl, value)\n const ibo = createIbo(self.gl, iboValue)\n const n = self.count\n const stride = vertexStride(n, value, iboValue)\n createAttribute(self.gl, stride, loc, vbo, ibo)\n })\n }\n\n self.frame = queue()\n self.texture = durable(_texture)\n self.uniform = durable(_uniform)\n self.attribute = durable(_attribute)\n\n return self\n}\n\nexport const gl = createGL()\n\nexport const createTF = (props?: Partial<GL>, self = gl) => {\n const mount = () => {\n tf(props)\n tf.el = self.el\n tf.gl = self.gl\n tf.frame = self.frame\n tf.init()\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const clean = () => {\n tf(props)\n self({ resize: tf.resize, mousemove: tf.mousemove })\n }\n\n const tf = createGL()\n\n tf({ mount, clean })\n return tf\n}\n\nexport default gl\n","/**\n * utils\n */\nexport const uniformType = (value: number | number[], isMatrix = false) => {\n let length = typeof value === 'number' ? 0 : value?.length\n if (!length) return `uniform1f`\n if (!isMatrix) return `uniform${length}fv`\n length = Math.sqrt(length) << 0\n return `uniformMatrix${length}fv`\n}\n\nexport const vertexStride = (\n count: number,\n value: number[],\n iboValue?: number[]\n) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n if (stride !== stride << 0)\n console.warn(`Vertex Stride Error: count ${count} is mismatch`)\n return stride << 0\n}\n\n/**\n * graphics\n */\nexport const createShader = (gl: any, source: string, type: unknown) => {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n if (gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n return shader\n } else throw 'Could not compile glsl\\n\\n' + gl.getShaderInfoLog(shader)\n}\n\nexport const createProgram = (gl: any, vs: any, fs: any) => {\n const program = gl.createProgram()\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n if (gl.getProgramParameter(program, gl.LINK_STATUS)) {\n gl.useProgram(program)\n return program\n } else {\n console.log(gl.getProgramInfoLog(program))\n return null\n }\n}\n\nexport const createTfProgram = (gl: any, vs: any, fs: any, varyings?: any) => {\n const pg = gl.createProgram()\n gl.attachShader(pg, vs)\n gl.attachShader(pg, fs)\n gl.transformFeedbackVaryings(pg, varyings, gl.SEPARATE_ATTRIBS)\n gl.linkProgram(pg)\n if (gl.getProgramParameter(pg, gl.LINK_STATUS)) {\n gl.useProgram(pg)\n return pg\n } else {\n console.warn(gl.getProgramInfoLog(pg))\n return null\n }\n}\n\nexport const createVbo = (gl: any, data: number[]) => {\n if (!data) return\n const vbo = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n gl.bindBuffer(gl.ARRAY_BUFFER, null)\n return vbo\n}\n\nexport const createIbo = (gl: any, data?: number[]) => {\n if (!data) return\n const ibo = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n gl.bufferData(\n gl.ELEMENT_ARRAY_BUFFER,\n new Int16Array(data),\n gl.STATIC_DRAW\n )\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)\n return ibo\n}\n\nexport const createAttribute = (\n gl: any,\n stride: number,\n location: any,\n vbo: any,\n ibo: any\n) => {\n gl.bindBuffer(gl.ARRAY_BUFFER, vbo)\n gl.enableVertexAttribArray(location)\n gl.vertexAttribPointer(location, stride, gl.FLOAT, false, 0, 0)\n if (ibo) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createFramebuffer = (gl: any, width: number, height: number) => {\n const frameBuffer = gl.createFramebuffer()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n const renderBuffer = gl.createRenderbuffer()\n gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer)\n gl.renderbufferStorage(\n gl.RENDERBUFFER,\n gl.DEPTH_COMPONENT16,\n width,\n height\n )\n gl.framebufferRenderbuffer(\n gl.FRAMEBUFFER,\n gl.DEPTH_ATTACHMENT,\n gl.RENDERBUFFER,\n renderBuffer\n )\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n gl.UNSIGNED_BYTE,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindRenderbuffer(gl.RENDERBUFFER, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, renderBuffer, texture }\n}\n\nexport const createFramebufferFloat = (\n gl: any,\n ext: any,\n width: number,\n height: number\n) => {\n const flg =\n ext.textureFloat != null\n ? gl.FLOAT\n : ext.textureHalfFloat.HALF_FLOAT_OES\n const frameBuffer = gl.createFramebuffer()\n const texture = gl.createTexture()\n gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer)\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(\n gl.TEXTURE_2D,\n 0,\n gl.RGBA,\n width,\n height,\n 0,\n gl.RGBA,\n flg,\n null\n )\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n gl.COLOR_ATTACHMENT0,\n gl.TEXTURE_2D,\n texture,\n 0\n )\n gl.bindTexture(gl.TEXTURE_2D, null)\n gl.bindFramebuffer(gl.FRAMEBUFFER, null)\n return { frameBuffer, texture }\n}\n\nexport const createTexture = (gl: any, img: any) => {\n const texture = gl.createTexture()\n gl.bindTexture(gl.TEXTURE_2D, texture)\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img)\n gl.generateMipmap(gl.TEXTURE_2D)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)\n gl.bindTexture(gl.TEXTURE_2D, null)\n return texture\n}\n\nexport const activeTexture = (\n gl: any,\n location: any,\n activeUnit: any,\n texture: any\n) => {\n gl.uniform1i(location, activeUnit)\n gl.activeTexture(gl['TEXTURE' + activeUnit])\n gl.bindTexture(gl.TEXTURE_2D, 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@@ -0,0 +1,78 @@
1
+ import { Queue } from 'refr/types';
2
+ import { EventState, Nested } from 'reev/types';
3
+
4
+ declare type Uniform = number | number[];
5
+ declare type Attribute = number[];
6
+ declare type GL = EventState<{
7
+ /**
8
+ * initial value
9
+ */
10
+ id: string;
11
+ width: number;
12
+ height: number;
13
+ size: [number, number];
14
+ mouse: [number, number];
15
+ count: number;
16
+ vs: string;
17
+ fs: string;
18
+ vert: string;
19
+ frag: string;
20
+ vertex: string;
21
+ fragment: string;
22
+ varying: string;
23
+ int: PrecisionMode;
24
+ float: PrecisionMode;
25
+ sampler2D: PrecisionMode;
26
+ samplerCube: PrecisionMode;
27
+ lastActiveUnit: number;
28
+ /**
29
+ * core state
30
+ */
31
+ gl: any;
32
+ pg: any;
33
+ el: any;
34
+ frame: Queue;
35
+ target: any;
36
+ stride: Nested<number>;
37
+ location: Nested<any>;
38
+ activeUnit: Nested<number>;
39
+ default: any;
40
+ /**
41
+ * events
42
+ */
43
+ ref?: any;
44
+ init(varying?: string[]): void;
45
+ mount(): void;
46
+ clean(): void;
47
+ render(): void;
48
+ mousemove(e: Event): void;
49
+ resize(e?: Event, width?: number, height?: number): void;
50
+ load(e?: Event, image?: HTMLImageElement): void;
51
+ /**
52
+ * setter
53
+ */
54
+ uniform(key: string, value: Uniform): GL;
55
+ uniform(target: {
56
+ [key: string]: Uniform;
57
+ }): GL;
58
+ texture(key: string, value: string): GL;
59
+ texture(target: {
60
+ [key: string]: string;
61
+ }): GL;
62
+ attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
63
+ attribute(target: {
64
+ [key: string]: Attribute;
65
+ }): GL;
66
+ /**
67
+ * short hands
68
+ */
69
+ clear(key?: GLClearMode): void;
70
+ viewport(size?: [number, number]): void;
71
+ drawArrays(key?: GLDrawMode): void;
72
+ drawElements(key?: GLDrawMode): void;
73
+ }>;
74
+ declare type PrecisionMode = 'highp' | 'mediump' | 'lowp';
75
+ declare type GLClearMode = 'COLOR_BUFFER_BIT' | 'DEPTH_BUFFER_BIT' | 'STENCIL_BUFFER_BIT';
76
+ declare type GLDrawMode = 'POINTS' | 'LINE_STRIP' | 'LINE_LOOP' | 'LINES' | 'TRIANGLE_STRIP' | 'TRIANGLE_FAN' | 'TRIANGLES';
77
+
78
+ export { Attribute as A, GL as G, PrecisionMode as P, Uniform as U, GLClearMode as a, GLDrawMode as b };