glre 0.20.0 → 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/dist/index.d.ts CHANGED
@@ -1,320 +1,9 @@
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- import * as refr from 'refr';
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- import { P as PrecisionMode, U as Uniform, A as Attribute, G as GLClearMode, a as GLDrawMode } from './types-2792569d.js';
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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?: EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>) => EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>;
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- declare const gl: EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>;
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- declare const createTF: (props?: EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>, self?: EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>) => EventState<{
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- id: string;
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- width: number;
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- height: number;
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- size: [number, number];
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- mouse: [number, number];
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- count: number;
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- vs: string;
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- fs: string;
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- vert: string;
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- frag: string;
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- vertex: string;
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- fragment: string;
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- varying: string;
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- int: PrecisionMode;
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- float: PrecisionMode;
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- sampler2D: PrecisionMode;
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- samplerCube: PrecisionMode;
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- lastActiveUnit: number;
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- gl: any;
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- pg: any;
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- el: any;
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- frame: refr.Queue;
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- target: any;
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- stride: Nested<number>;
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- location: Nested<any>;
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- activeUnit: Nested<number>;
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- default: any;
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- ref?: any;
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- init(varying?: string[]): void;
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- mount(): void;
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- clean(): void;
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- render(): void;
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- mousemove(e: Event): void;
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- resize(e?: Event, width?: number, height?: number): void;
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- load(e?: Event, image?: HTMLImageElement): void;
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- uniform(key: string, value: Uniform): EventState<any>;
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- uniform(target: {
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- [key: string]: Uniform;
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- }): EventState<any>;
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- texture(key: string, value: string): EventState<any>;
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- texture(target: {
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- [key: string]: string;
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- }): EventState<any>;
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- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
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- attribute(target: {
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- [key: string]: Attribute;
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- }): EventState<any>;
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- clear(key?: GLClearMode): void;
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- viewport(size?: [number, number]): void;
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- drawArrays(key?: GLDrawMode): void;
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- drawElements(key?: GLDrawMode): void;
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- }>;
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+ declare const createGL: (props?: Partial<GL>) => GL;
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+ declare const gl: GL;
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+ declare const createTF: (props?: Partial<GL>, self?: GL) => GL;
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- export { createGL, createTF, gl as default, gl };
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+ export { GL, createGL, createTF, gl as default, gl };
package/dist/index.js CHANGED
@@ -1,15 +1,15 @@
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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 q={};C(q,{createGL:()=>b,createTF:()=>k,default:()=>$,gl:()=>U});module.exports=H(q);var s=require("reev"),_=require("refr");var x=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${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},d=(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
1
+ 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
2
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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],W=`
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)},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
  attribute vec4 a_position;
5
5
  void main() {
6
6
  gl_Position = a_position;
7
7
  }
8
- `,V=`
8
+ `,W=`
9
9
  precision mediump float;
10
10
  uniform vec2 iResolution;
11
11
  void main() {
12
12
  gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
13
  }
14
- `,R=performance.now(),F=0,v=0,b=e=>{let r=(0,s.event)({vertex:W,fragment:V,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let E=r.gl,i=r.vs||r.vert||r.vertex,u=r.fs||r.frag||r.fragment,T=d(E,i,E.VERTEX_SHADER),c=d(E,u,E.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:Y}),(0,_.frame)(()=>void r.render()||1),r.pg=r.varying?p(E,T,c,r.varying):D(E,T,c),r.lastActiveUnit=0,r.activeUnit=(0,s.nested)(()=>r.lastActiveUnit++),r.location=(0,s.nested)((f,m=!1)=>m?E?.getAttribLocation(r.pg,f):E?.getUniformLocation(r.pg,f))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),F=R,R=performance.now()/1e3,v=R-F,r.uniform({iTime:R,iPrevTime:F,iDeltaTime:v})},resize:(E,i=r.width||window.innerWidth,u=r.height||window.innerHeight)=>{r.size[0]=r.el.width=i,r.size[1]=r.el.height=u,r.uniform("iResolution",r.size)},mousemove:(E,i=E.clientX,u=E.clientY)=>{let[T,c]=r.size,{top:f,left:m}=r.el.getBoundingClientRect();r.mouse[0]=(i-f-T/2)/(T/2),r.mouse[1]=-(u-m-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(E,i)=>{r.frame(()=>{let u=r.location(i.alt),T=r.activeUnit(i.alt),c=X(r.gl,i);r.frame(()=>(S(r.gl,u,T,c),!0))})},clear:(E="COLOR_BUFFER_BIT")=>{r.frame(()=>void r.gl.clear(r.gl[E]))},viewport:(E=r.size)=>{r.frame(()=>void r.gl.viewport(0,0,...E))},drawArrays:(E="TRIANGLES")=>{r.frame(()=>{r.gl.drawArrays(r.gl[E],0,r.count)})},drawElements:(E="TRIANGLES",i="UNSIGNED_SHORT")=>{r.frame(()=>{E=r.gl[E],i=r.gl[i],r.gl.drawElements(E,r.count,i,0)})}}),I=(E,i,u="anonymous")=>{if(typeof window>"u")return;let T=new Image,c=f=>r.load(f,T);T.addEventListener("load",c,!1),Object.assign(T,{src:i,alt:E,crossOrigin:u})},M=(E,i=0,u=!1)=>{let T=x(i,u);r.frame(()=>{let c=r.location(E);u?r.gl[T](c,!1,i):r.gl[T](c,i)})},N=(E,i,u)=>{r.frame(()=>{let T=r.location(E,!0),c=L(r.gl,i),f=y(r.gl,u),m=r.count,h=P(m,i,u);B(r.gl,h,T,c,f)})};return r.frame=(0,_.queue)(),r.texture=(0,s.durable)(I),r.uniform=(0,s.durable)(M),r.attribute=(0,s.durable)(N),r},U=b(),k=(e,t=U)=>{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=b();return a({mount:n,clean:o}),a},$=U;0&&(module.exports={createGL,createTF,gl});
14
+ `,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});
15
15
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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.frame(() => void self.gl.clear(self.gl[key]))\n }\n\n const viewport = (size: number[] = self.size) => {\n self.frame(() => void self.gl.viewport(0, 0, ...size))\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n // self.gl.drawArrays(self.gl[mode], 0, self.count)\n self.frame(() => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n })\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n self.frame(() => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n })\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
+ {"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 || 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package/dist/index.mjs CHANGED
@@ -1,6 +1,6 @@
1
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1
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- `+e.getShaderInfoLog(o)},b=(e,a,t)=>{let o=e.createProgram();return e.attachShader(o,a),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,a,t,o)=>{let E=e.createProgram();return e.attachShader(E,a),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,a)=>{if(!a)return;let t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Float32Array(a),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),t},P=(e,a)=>{if(!a)return;let t=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(a),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),t},D=(e,a,t,o,E)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(t),e.vertexAttribPointer(t,a,e.FLOAT,!1,0,0),E&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,E)};var p=(e,a)=>{let t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,a),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,a,t,o)=>{e.uniform1i(a,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=`
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=`
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
- `,m=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 n=r.gl,i=r.vs||r.vert||r.vertex,u=r.fs||r.frag||r.fragment,T=R(n,i,n.VERTEX_SHADER),c=R(n,u,n.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:O}),w(()=>void r.render()||1),r.pg=r.varying?U(n,T,c,r.varying):b(n,T,c),r.lastActiveUnit=0,r.activeUnit=y(()=>r.lastActiveUnit++),r.location=y((s,f=!1)=>f?n?.getAttribLocation(r.pg,s):n?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),A=m,m=performance.now()/1e3,B=m-A,r.uniform({iTime:m,iPrevTime:A,iDeltaTime:B})},resize:(n,i=r.width||window.innerWidth,u=r.height||window.innerHeight)=>{r.size[0]=r.el.width=i,r.size[1]=r.el.height=u,r.uniform("iResolution",r.size)},mousemove:(n,i=n.clientX,u=n.clientY)=>{let[T,c]=r.size,{top:s,left:f}=r.el.getBoundingClientRect();r.mouse[0]=(i-s-T/2)/(T/2),r.mouse[1]=-(u-f-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(n,i)=>{r.frame(()=>{let u=r.location(i.alt),T=r.activeUnit(i.alt),c=p(r.gl,i);r.frame(()=>(L(r.gl,u,T,c),!0))})},clear:(n="COLOR_BUFFER_BIT")=>{r.frame(()=>void r.gl.clear(r.gl[n]))},viewport:(n=r.size)=>{r.frame(()=>void r.gl.viewport(0,0,...n))},drawArrays:(n="TRIANGLES")=>{r.frame(()=>{r.gl.drawArrays(r.gl[n],0,r.count)})},drawElements:(n="TRIANGLES",i="UNSIGNED_SHORT")=>{r.frame(()=>{n=r.gl[n],i=r.gl[i],r.gl.drawElements(n,r.count,i,0)})}}),v=(n,i,u="anonymous")=>{if(typeof window>"u")return;let T=new Image,c=s=>r.load(s,T);T.addEventListener("load",c,!1),Object.assign(T,{src:i,alt:n,crossOrigin:u})},I=(n,i=0,u=!1)=>{let T=d(i,u);r.frame(()=>{let c=r.location(n);u?r.gl[T](c,!1,i):r.gl[T](c,i)})},M=(n,i,u)=>{r.frame(()=>{let T=r.location(n,!0),c=x(r.gl,i),s=P(r.gl,u),f=r.count,N=F(f,i,u);D(r.gl,N,T,c,s)})};return r.frame=G(),r.texture=_(v),r.uniform=_(I),r.attribute=_(M),r},S=X(),J=(e,a=S)=>{let t=()=>{E(e),E.el=a.el,E.gl=a.gl,E.frame=a.frame,E.init(),a({resize:E.resize,mousemove:E.mousemove})},o=()=>{E(e),a({resize:E.resize,mousemove:E.mousemove})},E=X();return E({mount:t,clean:o}),E},Q=S;export{X as createGL,J as createTF,Q as default,S as gl};
14
+ `,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};
15
15
  //# sourceMappingURL=index.mjs.map
@@ -1 +1 @@
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.frame(() => void self.gl.clear(self.gl[key]))\n }\n\n const viewport = (size: number[] = self.size) => {\n self.frame(() => void self.gl.viewport(0, 0, ...size))\n }\n\n const drawArrays = (mode = 'TRIANGLES') => {\n // self.gl.drawArrays(self.gl[mode], 0, self.count)\n self.frame(() => {\n self.gl.drawArrays(self.gl[mode], 0, self.count)\n })\n }\n\n const drawElements = (mode = 'TRIANGLES', type = 'UNSIGNED_SHORT') => {\n self.frame(() => {\n mode = self.gl[mode]\n type = self.gl[type]\n self.gl.drawElements(mode, self.count, type, 0)\n })\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
+ {"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 || 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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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