glre 0.19.0 → 0.21.0
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.
- package/README.md +250 -0
- package/dist/index.d.ts +4 -4
- package/dist/index.js +4 -4
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +3 -3
- package/dist/index.mjs.map +1 -1
- package/dist/native.d.ts +11 -10
- package/dist/native.js +4 -4
- package/dist/native.js.map +1 -1
- package/dist/native.mjs +4 -4
- package/dist/native.mjs.map +1 -1
- package/dist/react.d.ts +6 -59
- package/dist/react.js +4 -4
- package/dist/react.js.map +1 -1
- package/dist/react.mjs +4 -4
- package/dist/react.mjs.map +1 -1
- package/dist/solid.d.ts +12 -11
- package/dist/solid.js +4 -4
- package/dist/solid.js.map +1 -1
- package/dist/solid.mjs +4 -4
- package/dist/solid.mjs.map +1 -1
- package/dist/{types-20446758.d.ts → types-f429c8b1.d.ts} +4 -3
- package/package.json +7 -2
- package/index.ts +0 -202
- package/native.ts +0 -64
- package/qwik.ts +0 -42
- package/react.ts +0 -59
- package/solid.ts +0 -52
- package/test/index.test.ts +0 -5
- package/test/utils.test.ts +0 -43
- package/tsup.config.ts +0 -16
- package/types.ts +0 -98
- package/utils.ts +0 -210
package/README.md
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# 🌇 glre
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<strong>
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<samp>
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<p align="center">
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[](https://www.npmjs.com/package/glre)
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[](https://www.npmtrends.com/glre)
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[](https://github.com/tseijp/glre)
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[](https://glre.tsei.jp/>)
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[](https://bundlephobia.com/package/glre@latest)
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glre is a simple glsl Reactive Engine on the web and native via TypeScript, React, Solid and more.
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</p>
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<p align="center" valign="top">
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<a href="https://codesandbox.io/s/glre-test1-skyl9p">
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<img alt="test1" width="256" src="https://user-images.githubusercontent.com/40712342/212297558-15a1e721-55d6-4b6f-aab4-9f5d7cede2cb.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-test2-c1syho">
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<img alt="test2" width="256" src="https://user-images.githubusercontent.com/40712342/212297576-e12cef1b-b0e0-40cb-ac0f-7fb387ae6da8.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-test3-ntlk3l">
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<img alt="test3" width="256" src="https://user-images.githubusercontent.com/40712342/212297587-0227d536-5cef-447a-be3e-4c93dad002a2.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test-q8pyxv" target="_blank" rel="noopener">
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<img alt="raymarch1" width="256" src="https://user-images.githubusercontent.com/40712342/215024903-90f25934-1018-4f2a-81e6-f16e5c64c378.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test2-fcds29" target="_blank" rel="noopener">
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<img alt="raymarch2" width="256" src="https://user-images.githubusercontent.com/40712342/215024942-27766b2b-7b85-4725-bb3d-865bf137ea29.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test3-nx6ggi" target="_blank" rel="noopener">
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<img alt="raymarch3" width="256" src="https://user-images.githubusercontent.com/40712342/215025052-c2fa46e5-5e0e-4de8-baee-869ca6135a61.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test4-cy1wpp" target="_blank" rel="noopener">
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<img alt="raymarch4" width="256" src="https://user-images.githubusercontent.com/40712342/215025289-132b4213-aabc-48f2-bbe3-05764a8dae42.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test5-19v0g7" target="_blank" rel="noopener">
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<img alt="raymarch5" width="256" src="https://user-images.githubusercontent.com/40712342/215025456-8ab75328-ca7a-41f6-b5fe-98dd58410b38.gif"></img>
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</a>
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<a href="https://codesandbox.io/s/glre-raymarch-test6-jew0it" target="_blank" rel="noopener">
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<img alt="raymarch6" width="256" src="https://user-images.githubusercontent.com/40712342/215025517-343fdfbf-af54-497c-a759-267acc450366.gif"></img>
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</a>
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</p>
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## Installation
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```ruby
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npm install glre
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```
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<table>
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<td width="1000px" valign="top">
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## Documentation
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###### [Docs][docs] : glre Introduction
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###### [API][api] : glre API and feature
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###### [Guide][guide] : Creating a scene
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[docs]: https://glre.tsei.jp/docs
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[api]: https://glre.tsei.jp/api
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[guide]: https://glre.tsei.jp/guide
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</td>
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<td width="1000px" valign="top">
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## Ecosystem
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###### ⛪️ [reev][reev]: reactive event state manager
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###### 🔮 [refr][refr]: request animation frame
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[reev]: https://github.com/tseijp/reev
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[refr]: https://github.com/tseijp/refr
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</td>
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<td width="1000px" valign="top">
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## Staying informed
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###### [github discussions][github] welcome✨
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###### [@tseijp][twitter] twitter
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###### [tsei.jp][articles] articles
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[github]: https://github.com/tseijp/glre/discussions
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[twitter]: https://twitter.com/tseijp
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[articles]: https://tsei.jp/articles
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</td>
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</table>
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## PRs
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###### welcome✨
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## What does it look like?
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<table>
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<tr>
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<td width="7500px" align="center" valign="center">
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glre simplifies glsl programming via TypeScript, React, Solid and more (<a href="https://codesandbox.io/s/glre-basic-demo-ppzo3d">live demo</a>).
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</td>
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<td width="2500px" valign="top">
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<a href="https://codesandbox.io/s/glre-basic-demo-ppzo3d">
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<img alt="4" src="https://i.imgur.com/Lb3h9fs.jpg"></img>
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</a>
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</td>
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</tr>
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</table>
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```ts
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import { createRoot } from 'react-dom/client'
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import { useGL, useFrame } from 'glre/react'
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const fragment = `
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precision highp float;
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uniform vec2 iResolution;
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void main() {
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gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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`
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const App = () => {
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const gl = useGL({ fragment })
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useFrame(() => {
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gl.clear()
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gl.viewport()
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gl.drawArrays()
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})
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return <canvas ref={gl.ref} />
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}
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createRoot(document.getElementById('root')).render(<App />)
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```
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<details>
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<summary>
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react-native supported ([codesandbox demo](https://codesandbox.io/p/sandbox/glre-react-native-test-k2vfvk))
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</summary>
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```ts
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import { GLView } from 'expo-gl'
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import { useGL, useFrame } from 'glre/native'
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import { registerRootComponent } from 'expo'
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const fragment = `
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precision highp float;
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uniform vec2 iResolution;
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void main() {
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gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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`
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const App = () => {
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const self = useGL({ fragment })
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useFrame(() => {
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self.clear()
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self.viewport()
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self.drawArrays()
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self.gl.flush()
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self.gl.endFrameEXP()
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})
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return <GLView style={{ flex: 1 }} onContextCreate={self.ref} />
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}
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registerRootComponent(App)
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```
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</details>
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<details>
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<summary>
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solid js supported ([codesandbox demo](https://codesandbox.io/p/sandbox/glre-solid-test-qgzhxh))
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</summary>
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```ts
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import { render } from 'solid-js/web'
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import { onGL, onFrame } from 'glre/solid'
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const fragment = `
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precision highp float;
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uniform vec2 iResolution;
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void main() {
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gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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`
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const App = () => {
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const gl = onGL({ fragment })
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onFrame(() => {
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gl.clear()
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gl.viewport()
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gl.drawArrays()
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})
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return <canvas ref={gl.ref} />
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}
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render(() => <App />, document.getElementById('root'))
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```
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</details>
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<summary>
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pure js supported ([codesandbox demo](https://codesandbox.io/s/glre-basic-demo3-3bhr3y))
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</summary>
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```html
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<canvas id="id" style="top: 0; left: 0; position: fixed" />
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<script type="module">
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import self from 'https://cdn.skypack.dev/glre@latest'
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const fragment = `
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precision highp float;
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uniform vec2 iResolution;
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void main() {
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gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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`
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function setup() {
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const el = document.getElementById('id')
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const gl = el.getContext('webgl2')
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self({ el, gl, fragment })
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self.init()
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self.resize()
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draw()
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}
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function draw() {
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requestAnimationFrame(draw)
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self.render()
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self.clear()
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self.viewport()
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self.drawArrays()
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}
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document.addEventListener('DOMContentLoaded', setup)
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</script>
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```
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</details>
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</samp>
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</strong>
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package/dist/index.d.ts
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import { G as GL } from './types-
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import 'reev
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import { G as GL } from './types-f429c8b1.js';
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export { Fun } from 'refr';
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import 'reev';
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declare const createGL: (props?: Partial<GL>) => GL;
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export { GL, createGL, createTF, gl as default, gl };
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var A=Object.defineProperty;var G=Object.getOwnPropertyDescriptor;var w=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var C=(e,t)=>{for(var n in t)A(e,n,{get:t[n],enumerable:!0})},z=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of w(t))!O.call(e,a)&&a!==n&&A(e,a,{get:()=>t[a],enumerable:!(o=G(t,a))||o.enumerable});return e};var H=e=>z(A({},"__esModule",{value:!0}),e);var
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var A=Object.defineProperty;var G=Object.getOwnPropertyDescriptor;var w=Object.getOwnPropertyNames;var O=Object.prototype.hasOwnProperty;var C=(e,t)=>{for(var n in t)A(e,n,{get:t[n],enumerable:!0})},z=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of w(t))!O.call(e,a)&&a!==n&&A(e,a,{get:()=>t[a],enumerable:!(o=G(t,a))||o.enumerable});return e};var H=e=>z(A({},"__esModule",{value:!0}),e);var $={};C($,{createGL:()=>b,createTF:()=>V,default:()=>k,gl:()=>U});module.exports=H($);var s=require("reev"),_=require("refr");var x=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${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},F=(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
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`+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)},p=(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)},L=(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},y=(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 Y=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],
|
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3
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+
`+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)},p=(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)},L=(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},y=(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 Y=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],q=`
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4
4
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attribute vec4 a_position;
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5
5
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void main() {
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gl_Position = a_position;
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7
7
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}
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-
`,
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8
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+
`,W=`
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9
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precision mediump float;
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uniform vec2 iResolution;
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11
11
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void main() {
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gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
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}
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14
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-
`,m=performance.now(),d=0,v=0,b=e=>{let r=(0,s.event)({vertex:
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14
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+
`,m=performance.now(),d=0,v=0,b=e=>{let r=(0,s.event)({vertex:q,fragment:W,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let E=r.gl,u=r.vs||r.vert||r.vertex,T=r.fs||r.frag||r.fragment,i=F(E,u,E.VERTEX_SHADER),c=F(E,T,E.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:Y}),r.frame(()=>void r.render()||!0),r.pg=r.varying?p(E,i,c,r.varying):D(E,i,c),r.lastActiveUnit=0,r.activeUnit=(0,s.nested)(()=>r.lastActiveUnit++),r.location=(0,s.nested)((R,f=!1)=>f?E?.getAttribLocation(r.pg,R):E?.getUniformLocation(r.pg,R))},render:()=>{r.gl.useProgram(r.pg),r.queue.flush(),d=m,m=performance.now()/1e3,v=m-d,r.uniform({iTime:m,iPrevTime:d,iDeltaTime:v})},resize:(E,u=r.width||window.innerWidth,T=r.height||window.innerHeight)=>{r.size[0]=r.el.width=u,r.size[1]=r.el.height=T,r.uniform("iResolution",r.size)},mousemove:(E,u=E.clientX,T=E.clientY)=>{let[i,c]=r.size,{top:R,left:f}=r.el.getBoundingClientRect();r.mouse[0]=(u-R-i/2)/(i/2),r.mouse[1]=-(T-f-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(E,u)=>{r.queue(()=>{let T=r.location(u.alt),i=r.activeUnit(u.alt),c=X(r.gl,u);r.queue(()=>(S(r.gl,T,i,c),!0))})},clear:(E="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[E])},viewport:(E=r.size)=>{r.gl.viewport(0,0,...E)},drawArrays:(E="TRIANGLES")=>{r.gl.drawArrays(r.gl[E],0,r.count)},drawElements:(E="TRIANGLES",u="UNSIGNED_SHORT")=>{E=r.gl[E],u=r.gl[u],r.gl.drawElements(E,r.count,u,0)}}),I=(E,u,T="anonymous")=>{if(typeof window>"u")return;let i=new Image,c=R=>r.load(R,i);i.addEventListener("load",c,!1),Object.assign(i,{src:u,alt:E,crossOrigin:T})},M=(E,u=0,T=!1)=>{let i=x(u,T);r.queue(()=>{let c=r.location(E);T?r.gl[i](c,!1,u):r.gl[i](c,u)})},N=(E,u,T)=>{r.queue(()=>{let i=r.location(E,!0),c=L(r.gl,u),R=y(r.gl,T),f=r.count,h=P(f,u,T);B(r.gl,h,i,c,R)})};return r.queue=(0,_.createQueue)(),r.frame=(0,_.createFrame)(),r.texture=(0,s.durable)(I),r.uniform=(0,s.durable)(M),r.attribute=(0,s.durable)(N),r},U=b(),V=(e,t=U)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.queue=t.queue,a.frame=t.frame,a.init(),t({resize:a.resize,mousemove:a.mousemove})},o=()=>{a(e),t({resize:a.resize,mousemove:a.mousemove})},a=b();return a({mount:n,clean:o}),a},k=U;0&&(module.exports={createGL,createTF,gl});
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15
15
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//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
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@@ -1 +1 @@
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1
|
-
{"version":3,"sources":["../index.ts","../utils.ts"],"sourcesContent":["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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1
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{"version":3,"sources":["../index.ts","../utils.ts"],"sourcesContent":["import { event, durable, nested } from 'reev'\nimport { createQueue, createFrame } 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, Fun } from './types'\n\nexport type { GL, Fun }\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 self.frame(() => void self.render() || true)\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.queue.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.queue(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.queue(() => {\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.queue(() => {\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.queue(() => {\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.queue = createQueue()\n self.frame = createFrame()\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.queue = self.queue\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/index.mjs
CHANGED
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@@ -1,6 +1,6 @@
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1
|
-
import{event as h,durable as _,nested as y}from"reev";import{
|
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1
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+
import{event as h,durable as _,nested as y}from"reev";import{createQueue as G,createFrame as w}from"refr";var F=(e,n=!1)=>{let t=typeof e=="number"?0:e?.length;return t?n?(t=Math.sqrt(t)<<0,`uniformMatrix${t}fv`):`uniform${t}fv`:"uniform1f"},d=(e,n,t)=>{t&&(e=Math.max(...t)+1);let o=n.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},m=(e,n,t)=>{let o=e.createShader(t);if(e.shaderSource(o,n),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
|
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2
2
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|
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3
|
-
`+e.getShaderInfoLog(o)},b=(e,
|
|
3
|
+
`+e.getShaderInfoLog(o)},b=(e,n,t)=>{let o=e.createProgram();return e.attachShader(o,n),e.attachShader(o,t),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},U=(e,n,t,o)=>{let E=e.createProgram();return e.attachShader(E,n),e.attachShader(E,t),e.transformFeedbackVaryings(E,o,e.SEPARATE_ATTRIBS),e.linkProgram(E),e.getProgramParameter(E,e.LINK_STATUS)?(e.useProgram(E),E):(console.warn(e.getProgramInfoLog(E)),null)},x=(e,n)=>{if(!n)return;let t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Float32Array(n),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),t},P=(e,n)=>{if(!n)return;let t=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(n),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),t},D=(e,n,t,o,E)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(t),e.vertexAttribPointer(t,n,e.FLOAT,!1,0,0),E&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,E)};var p=(e,n)=>{let t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,n),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),t},L=(e,n,t,o)=>{e.uniform1i(n,t),e.activeTexture(e["TEXTURE"+t]),e.bindTexture(e.TEXTURE_2D,o)};var O=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],C=`
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4
4
|
attribute vec4 a_position;
|
|
5
5
|
void main() {
|
|
6
6
|
gl_Position = a_position;
|
|
@@ -11,5 +11,5 @@ import{event as h,durable as _,nested as y}from"reev";import{queue as G,frame as
|
|
|
11
11
|
void main() {
|
|
12
12
|
gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
|
|
13
13
|
}
|
|
14
|
-
`,
|
|
14
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+
`,f=performance.now(),A=0,B=0,X=e=>{let r=h({vertex:C,fragment:z,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let a=r.gl,u=r.vs||r.vert||r.vertex,T=r.fs||r.frag||r.fragment,i=m(a,u,a.VERTEX_SHADER),c=m(a,T,a.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:O}),r.frame(()=>void r.render()||!0),r.pg=r.varying?U(a,i,c,r.varying):b(a,i,c),r.lastActiveUnit=0,r.activeUnit=y(()=>r.lastActiveUnit++),r.location=y((s,R=!1)=>R?a?.getAttribLocation(r.pg,s):a?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.queue.flush(),A=f,f=performance.now()/1e3,B=f-A,r.uniform({iTime:f,iPrevTime:A,iDeltaTime:B})},resize:(a,u=r.width||window.innerWidth,T=r.height||window.innerHeight)=>{r.size[0]=r.el.width=u,r.size[1]=r.el.height=T,r.uniform("iResolution",r.size)},mousemove:(a,u=a.clientX,T=a.clientY)=>{let[i,c]=r.size,{top:s,left:R}=r.el.getBoundingClientRect();r.mouse[0]=(u-s-i/2)/(i/2),r.mouse[1]=-(T-R-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(a,u)=>{r.queue(()=>{let T=r.location(u.alt),i=r.activeUnit(u.alt),c=p(r.gl,u);r.queue(()=>(L(r.gl,T,i,c),!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",u="UNSIGNED_SHORT")=>{a=r.gl[a],u=r.gl[u],r.gl.drawElements(a,r.count,u,0)}}),v=(a,u,T="anonymous")=>{if(typeof window>"u")return;let i=new Image,c=s=>r.load(s,i);i.addEventListener("load",c,!1),Object.assign(i,{src:u,alt:a,crossOrigin:T})},I=(a,u=0,T=!1)=>{let i=F(u,T);r.queue(()=>{let c=r.location(a);T?r.gl[i](c,!1,u):r.gl[i](c,u)})},M=(a,u,T)=>{r.queue(()=>{let i=r.location(a,!0),c=x(r.gl,u),s=P(r.gl,T),R=r.count,N=d(R,u,T);D(r.gl,N,i,c,s)})};return r.queue=G(),r.frame=w(),r.texture=_(v),r.uniform=_(I),r.attribute=_(M),r},S=X(),Q=(e,n=S)=>{let t=()=>{E(e),E.el=n.el,E.gl=n.gl,E.queue=n.queue,E.frame=n.frame,E.init(),n({resize:E.resize,mousemove:E.mousemove})},o=()=>{E(e),n({resize:E.resize,mousemove:E.mousemove})},E=X();return E({mount:t,clean:o}),E},J=S;export{X as createGL,Q as createTF,J as default,S as gl};
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{"version":3,"sources":["../index.ts","../utils.ts"],"sourcesContent":["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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1
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{"version":3,"sources":["../index.ts","../utils.ts"],"sourcesContent":["import { event, durable, nested } from 'reev'\nimport { createQueue, createFrame } 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, Fun } from './types'\n\nexport type { GL, Fun }\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 self.frame(() => void self.render() || true)\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.queue.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.queue(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.queue(() => {\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.queue(() => {\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.queue(() => {\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.queue = createQueue()\n self.frame = createFrame()\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.queue = self.queue\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/native.d.ts
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
import * as
|
|
2
|
-
import * as
|
|
1
|
+
import * as reev from 'reev';
|
|
2
|
+
import * as refr_dist_types_687121c7 from 'refr/dist/types-687121c7';
|
|
3
|
+
import { G as GL, P as PrecisionMode, U as Uniform, A as Attribute, a as GLClearMode, b as GLDrawMode } from './types-f429c8b1.js';
|
|
3
4
|
import { Fun } from 'refr';
|
|
4
|
-
|
|
5
|
-
import 'refr/types';
|
|
5
|
+
export { Fun } from 'refr';
|
|
6
6
|
|
|
7
|
-
declare const useGL: (props?: Partial<GL>, self?: GL) =>
|
|
7
|
+
declare const useGL: (props?: Partial<GL>, self?: GL) => reev.EventState<{
|
|
8
8
|
id: string;
|
|
9
9
|
width: number;
|
|
10
10
|
height: number;
|
|
@@ -26,11 +26,12 @@ declare const useGL: (props?: Partial<GL>, self?: GL) => reev_types.default<{
|
|
|
26
26
|
gl: any;
|
|
27
27
|
pg: any;
|
|
28
28
|
el: any;
|
|
29
|
-
|
|
29
|
+
queue: refr_dist_types_687121c7.Q<Fun<unknown[], unknown>>;
|
|
30
|
+
frame: refr_dist_types_687121c7.a<Fun<unknown[], unknown>>;
|
|
30
31
|
target: any;
|
|
31
|
-
stride:
|
|
32
|
-
location:
|
|
33
|
-
activeUnit:
|
|
32
|
+
stride: reev.Nested<number, any[]>;
|
|
33
|
+
location: reev.Nested<any, any[]>;
|
|
34
|
+
activeUnit: reev.Nested<number, any[]>;
|
|
34
35
|
default: any;
|
|
35
36
|
ref?: any;
|
|
36
37
|
init(varying?: string[]): void;
|
|
@@ -63,4 +64,4 @@ declare const useAttribute: (props: any, self?: GL) => GL;
|
|
|
63
64
|
declare const useUniform: (props: any, self?: GL) => GL;
|
|
64
65
|
declare const useFrame: (fun: Fun, self?: GL) => GL;
|
|
65
66
|
|
|
66
|
-
export { useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
|
|
67
|
+
export { GL, useAttribute, useFrame, useGL, useTF, useTexture, useUniform };
|