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/react.mjs CHANGED
@@ -1,15 +1,15 @@
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- import{useEffect as F}from"react";import{event as z,durable as A,nested as X}from"reev";import{queue as H,frame as Y}from"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"},U=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},_=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
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+ import{useEffect as d}from"react";import{event as C,durable as A,nested as X}from"reev";import{createQueue as z,createFrame as q}from"refr";var x=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},U=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},_=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
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- `+e.getShaderInfoLog(o)},p=(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 i=e.createProgram();return e.attachShader(i,t),e.attachShader(i,n),e.transformFeedbackVaryings(i,o,e.SEPARATE_ATTRIBS),e.linkProgram(i),e.getProgramParameter(i,e.LINK_STATUS)?(e.useProgram(i),i):(console.warn(e.getProgramInfoLog(i)),null)},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},D=(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},y=(e,t,n,o,i)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),i&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,i)};var v=(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},B=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var W=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],k=`
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+ `+e.getShaderInfoLog(o)},p=(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},D=(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},y=(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 v=(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},B=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var H=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],Y=`
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  attribute vec4 a_position;
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  void main() {
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  gl_Position = a_position;
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  }
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- `,V=`
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+ `,W=`
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  precision mediump 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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- `,R=performance.now(),d=0,S=0,I=e=>{let r=z({vertex:k,fragment:V,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let a=r.gl,u=r.vs||r.vert||r.vertex,m=r.fs||r.frag||r.fragment,E=_(a,u,a.VERTEX_SHADER),c=_(a,m,a.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:W}),Y(()=>void r.render()||1),r.pg=r.varying?P(a,E,c,r.varying):p(a,E,c),r.lastActiveUnit=0,r.activeUnit=X(()=>r.lastActiveUnit++),r.location=X((s,f=!1)=>f?a?.getAttribLocation(r.pg,s):a?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),d=R,R=performance.now()/1e3,S=R-d,r.uniform({iTime:R,iPrevTime:d,iDeltaTime:S})},resize:(a,u=r.width||window.innerWidth,m=r.height||window.innerHeight)=>{r.size[0]=r.el.width=u,r.size[1]=r.el.height=m,r.uniform("iResolution",r.size)},mousemove:(a,u=a.clientX,m=a.clientY)=>{let[E,c]=r.size,{top:s,left:f}=r.el.getBoundingClientRect();r.mouse[0]=(u-s-E/2)/(E/2),r.mouse[1]=-(m-f-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(a,u)=>{r.frame(()=>{let m=r.location(u.alt),E=r.activeUnit(u.alt),c=v(r.gl,u);r.frame(()=>(B(r.gl,m,E,c),!0))})},clear:(a="COLOR_BUFFER_BIT")=>{r.frame(()=>void r.gl.clear(r.gl[a]))},viewport:(a=r.size)=>{r.frame(()=>void r.gl.viewport(0,0,...a))},drawArrays:(a="TRIANGLES")=>{r.frame(()=>{r.gl.drawArrays(r.gl[a],0,r.count)})},drawElements:(a="TRIANGLES",u="UNSIGNED_SHORT")=>{r.frame(()=>{a=r.gl[a],u=r.gl[u],r.gl.drawElements(a,r.count,u,0)})}}),w=(a,u,m="anonymous")=>{if(typeof window>"u")return;let E=new Image,c=s=>r.load(s,E);E.addEventListener("load",c,!1),Object.assign(E,{src:u,alt:a,crossOrigin:m})},h=(a,u=0,m=!1)=>{let E=x(u,m);r.frame(()=>{let c=r.location(a);m?r.gl[E](c,!1,u):r.gl[E](c,u)})},O=(a,u,m)=>{r.frame(()=>{let E=r.location(a,!0),c=L(r.gl,u),s=D(r.gl,m),f=r.count,C=U(f,u,m);y(r.gl,C,E,c,s)})};return r.frame=H(),r.texture=A(w),r.uniform=A(h),r.attribute=A(O),r},T=I(),G=(e,t=T)=>{let n=()=>{i(e),i.el=t.el,i.gl=t.gl,i.frame=t.frame,i.init(),t({resize:i.resize,mousemove:i.mousemove})},o=()=>{i(e),t({resize:i.resize,mousemove:i.mousemove})},i=I();return i({mount:n,clean:o}),i};import{frame as M}from"refr";import{useOnce as N,useMutable as b}from"reev/react";var ae=(e={},t=T)=>{let n=b(e),o=b({ref(i){i?(t.target=i,t.mount()):t.clean()},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),M.start(),window.addEventListener("resize",t.resize),t.el.addEventListener("mousemove",t.mousemove)},clean(){t(o)(n),M.cancel(),window.removeEventListener("resize",t.resize)}});return N(()=>t(o)(n))},ie=(e,t=T)=>{let n=b(e),o=N(()=>G(n,t));return F(()=>void o.mount()||o.clean,[t]),o},ue=(e,t=T)=>t.texture(e),Ee=(e,t=T)=>t.attribute(e),me=(e,t=T)=>t.uniform(e),ce=(e,t=T)=>(F(()=>void t.frame(e),[]),F(()=>()=>t.frame(e),[]),t);export{Ee as useAttribute,ce as useFrame,ae as useGL,ie as useTF,ue as useTexture,me as useUniform};
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+ `,f=performance.now(),F=0,S=0,G=e=>{let r=C({vertex:Y,fragment:W,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let u=r.gl,i=r.vs||r.vert||r.vertex,c=r.fs||r.frag||r.fragment,E=_(u,i,u.VERTEX_SHADER),T=_(u,c,u.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:H}),r.frame(()=>void r.render()||!0),r.pg=r.varying?P(u,E,T,r.varying):p(u,E,T),r.lastActiveUnit=0,r.activeUnit=X(()=>r.lastActiveUnit++),r.location=X((s,R=!1)=>R?u?.getAttribLocation(r.pg,s):u?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.queue.flush(),F=f,f=performance.now()/1e3,S=f-F,r.uniform({iTime:f,iPrevTime:F,iDeltaTime:S})},resize:(u,i=r.width||window.innerWidth,c=r.height||window.innerHeight)=>{r.size[0]=r.el.width=i,r.size[1]=r.el.height=c,r.uniform("iResolution",r.size)},mousemove:(u,i=u.clientX,c=u.clientY)=>{let[E,T]=r.size,{top:s,left:R}=r.el.getBoundingClientRect();r.mouse[0]=(i-s-E/2)/(E/2),r.mouse[1]=-(c-R-T/2)/(T/2),r.uniform("iMouse",r.mouse)},load:(u,i)=>{r.queue(()=>{let c=r.location(i.alt),E=r.activeUnit(i.alt),T=v(r.gl,i);r.queue(()=>(B(r.gl,c,E,T),!0))})},clear:(u="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[u])},viewport:(u=r.size)=>{r.gl.viewport(0,0,...u)},drawArrays:(u="TRIANGLES")=>{r.gl.drawArrays(r.gl[u],0,r.count)},drawElements:(u="TRIANGLES",i="UNSIGNED_SHORT")=>{u=r.gl[u],i=r.gl[i],r.gl.drawElements(u,r.count,i,0)}}),N=(u,i,c="anonymous")=>{if(typeof window>"u")return;let E=new Image,T=s=>r.load(s,E);E.addEventListener("load",T,!1),Object.assign(E,{src:i,alt:u,crossOrigin:c})},w=(u,i=0,c=!1)=>{let E=x(i,c);r.queue(()=>{let T=r.location(u);c?r.gl[E](T,!1,i):r.gl[E](T,i)})},h=(u,i,c)=>{r.queue(()=>{let E=r.location(u,!0),T=L(r.gl,i),s=D(r.gl,c),R=r.count,O=U(R,i,c);y(r.gl,O,E,T,s)})};return r.queue=z(),r.frame=q(),r.texture=A(N),r.uniform=A(w),r.attribute=A(h),r},m=G(),I=(e,t=m)=>{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=G();return a({mount:n,clean:o}),a};import{useOnce as M,useMutable as b}from"reev/react";var ne=(e={},t=m)=>{let n=b(e),o=b({ref(a){a?(t.target=a,t.mount()):t.clean()},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),t.frame.start(),window.addEventListener("resize",t.resize),t.el.addEventListener("mousemove",t.mousemove)},clean(){t(o)(n),t.frame.stop(),window.removeEventListener("resize",t.resize)}});return M(()=>t(o)(n))},oe=(e,t=m)=>{let n=b(e),o=M(()=>I(n,t));return d(()=>void o.mount()||o.clean,[t]),o},ae=(e,t=m)=>t.texture(e),ue=(e,t=m)=>t.attribute(e),ie=(e,t=m)=>t.uniform(e),Ee=(e,t=m)=>(d(()=>void t.queue(e),[]),d(()=>()=>t.queue(e),[]),t);export{ue as useAttribute,Ee as useFrame,ne as useGL,oe as useTF,ae as useTexture,ie as useUniform};
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  //# sourceMappingURL=react.mjs.map
@@ -1 +1 @@
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- {"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect } from 'react'\nimport { createTF, gl } from './index'\nimport { frame } from 'refr' // @ts-ignore\nimport { useOnce, useMutable } from 'reev/react'\nimport type { GL } from './types'\nimport type { Fun } from 'refr'\n\nexport const useGL = (props: Partial<GL> = {}, self = gl) => {\n const memo1 = useMutable(props) as Partial<GL>\n const memo2 = useMutable({\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n } else self.clean()\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n frame.cancel()\n window.removeEventListener('resize', self.resize)\n },\n }) as Partial<GL>\n\n return useOnce(() => self(memo2)(memo1))\n}\n\nexport const useTF = (props: Partial<GL>, self = gl) => {\n const memo = useMutable(props) as Partial<GL>\n const tf = useOnce(() => createTF(memo, self))\n useEffect(() => void tf.mount() || tf.clean, [self])\n return tf\n}\n\nexport const useTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const useAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n\nexport const useUniform = (props: any, self = gl) => {\n return self.uniform(props)\n}\n\nexport const useFrame = (fun: Fun, self = gl) => {\n useEffect(() => void self.frame(fun), [])\n useEffect(() => () => self.frame(fun), [])\n return self\n}\n","import { event, durable, nested } from 'reev'\nimport { queue, frame } from 'refr'\nimport {\n uniformType,\n vertexStride,\n createProgram,\n createTfProgram,\n createShader,\n createAttribute,\n createTexture,\n createVbo,\n createIbo,\n activeTexture,\n} from './utils'\nimport type { GL } from './types'\n\nconst a_position = [-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]\n\nconst _defaultVertex = `\n attribute vec4 a_position;\n void main() {\n gl_Position = a_position;\n }\n`\n\nconst _defaultFragment = `\n precision mediump float;\n uniform vec2 iResolution;\n void main() {\n gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);\n }\n`\n\nlet iTime = performance.now(),\n iPrevTime = 0,\n iDeltaTime = 0\n\nexport const createGL = (props?: Partial<GL>) => {\n const init = () => {\n self(props)\n const gl = self.gl\n const _v = self.vs || self.vert || self.vertex\n const _f = self.fs || self.frag || self.fragment\n const vs = createShader(gl, _v, gl.VERTEX_SHADER)\n const fs = createShader(gl, _f, gl.FRAGMENT_SHADER)\n if (self.count === 6) self.attribute({ a_position })\n frame(() => void self.render() || 1)\n self.pg = self.varying\n ? createTfProgram(gl, vs, fs, self.varying)\n : createProgram(gl, vs, fs)\n self.lastActiveUnit = 0\n self.activeUnit = nested(() => self.lastActiveUnit++)\n self.location = nested((key, isAttribute = false) => {\n return isAttribute\n ? gl?.getAttribLocation(self.pg, key)\n : gl?.getUniformLocation(self.pg, key)\n })\n }\n\n const render = () => {\n self.gl.useProgram(self.pg)\n self.frame.flush()\n iPrevTime = iTime\n iTime = performance.now() / 1000\n iDeltaTime = iTime - iPrevTime\n self.uniform({ iTime, iPrevTime, iDeltaTime })\n }\n\n const resize = (\n _e: any,\n width = self.width || window.innerWidth,\n height = self.height || window.innerHeight\n ) => {\n self.size[0] = self.el.width = width\n self.size[1] = self.el.height = height\n self.uniform('iResolution', self.size)\n }\n\n const mousemove = (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = self.size\n const { top, left } = self.el.getBoundingClientRect()\n self.mouse[0] = (x - top - w / 2) / (w / 2)\n self.mouse[1] = -(y - left - h / 2) / (h / 2)\n self.uniform('iMouse', self.mouse)\n }\n\n const load = (_: any, image: any) => {\n self.frame(() => {\n const loc = self.location(image.alt)\n const unit = self.activeUnit(image.alt)\n const tex = createTexture(self.gl, image)\n self.frame(() => {\n activeTexture(self.gl, loc, unit, tex)\n return true\n })\n })\n }\n\n const clear = (key = 'COLOR_BUFFER_BIT') => {\n self.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 = 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+ {"version":3,"sources":["../react.ts","../index.ts","../utils.ts"],"sourcesContent":["import { useEffect } from 'react'\nimport { createTF, gl } from './index'\n// @ts-ignore\nimport { useOnce, useMutable } from 'reev/react'\nimport type { GL, Fun } from './types'\n\nexport type { GL, Fun }\n\nexport const useGL = (props: Partial<GL> = {}, self = gl) => {\n const memo1 = useMutable(props) as Partial<GL>\n const memo2 = useMutable({\n ref(target: unknown) {\n if (target) {\n self.target = target\n self.mount()\n } else self.clean()\n },\n mount() {\n self.el = self.target\n self.gl = self.target.getContext('webgl2')\n self.init()\n self.resize()\n self.frame.start()\n window.addEventListener('resize', self.resize)\n self.el.addEventListener('mousemove', self.mousemove)\n },\n clean() {\n self(memo2)(memo1)\n self.frame.stop()\n window.removeEventListener('resize', self.resize)\n },\n }) as Partial<GL>\n\n return useOnce(() => self(memo2)(memo1))\n}\n\nexport const useTF = (props: Partial<GL>, self = gl) => {\n const memo = useMutable(props) as Partial<GL>\n const tf = useOnce(() => createTF(memo, self))\n useEffect(() => void tf.mount() || tf.clean, [self])\n return tf\n}\n\nexport const useTexture = (props: any, self = gl) => {\n return self.texture(props)\n}\n\nexport const useAttribute = (props: any, self = gl) => {\n return self.attribute(props)\n}\n\nexport const useUniform = (props: any, self = gl) => {\n return self.uniform(props)\n}\n\nexport const useFrame = (fun: Fun, self = gl) => {\n useEffect(() => void self.queue(fun), [])\n useEffect(() => () => self.queue(fun), [])\n return self\n}\n","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, 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package/dist/solid.d.ts CHANGED
@@ -1,7 +1,10 @@
1
- import * as refr from 'refr';
2
- import { P as PrecisionMode, U as Uniform, A as Attribute, G as GLClearMode, a as GLDrawMode } from './types-2792569d.js';
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';
4
+ import { Fun } from 'refr';
5
+ export { Fun } from 'refr';
3
6
 
4
- declare const onGL: (props?: EventState<{
7
+ declare const onGL: (props?: Partial<GL>, self?: GL) => reev.EventState<{
5
8
  id: string;
6
9
  width: number;
7
10
  height: number;
@@ -23,11 +26,12 @@ declare const onGL: (props?: EventState<{
23
26
  gl: any;
24
27
  pg: any;
25
28
  el: any;
26
- frame: refr.Queue;
29
+ queue: refr_dist_types_687121c7.Q<Fun<unknown[], unknown>>;
30
+ frame: refr_dist_types_687121c7.a<Fun<unknown[], unknown>>;
27
31
  target: any;
28
- stride: Nested<number>;
29
- location: Nested<any>;
30
- activeUnit: Nested<number>;
32
+ stride: reev.Nested<number, any[]>;
33
+ location: reev.Nested<any, any[]>;
34
+ activeUnit: reev.Nested<number, any[]>;
31
35
  default: any;
32
36
  ref?: any;
33
37
  init(varying?: string[]): void;
@@ -37,390 +41,26 @@ declare const onGL: (props?: EventState<{
37
41
  mousemove(e: Event): void;
38
42
  resize(e?: Event, width?: number, height?: number): void;
39
43
  load(e?: Event, image?: HTMLImageElement): void;
40
- uniform(key: string, value: Uniform): EventState<any>;
44
+ uniform(key: string, value: Uniform): GL;
41
45
  uniform(target: {
42
46
  [key: string]: Uniform;
43
- }): EventState<any>;
44
- texture(key: string, value: string): EventState<any>;
47
+ }): GL;
48
+ texture(key: string, value: string): GL;
45
49
  texture(target: {
46
50
  [key: string]: string;
47
- }): EventState<any>;
48
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
51
+ }): GL;
52
+ attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
49
53
  attribute(target: {
50
54
  [key: string]: Attribute;
51
- }): EventState<any>;
55
+ }): GL;
52
56
  clear(key?: GLClearMode): void;
53
57
  viewport(size?: [number, number]): void;
54
58
  drawArrays(key?: GLDrawMode): void;
55
59
  drawElements(key?: GLDrawMode): void;
56
- }>, self?: EventState<{
57
- id: string;
58
- width: number;
59
- height: number;
60
- size: [number, number];
61
- mouse: [number, number];
62
- count: number;
63
- vs: string;
64
- fs: string;
65
- vert: string;
66
- frag: string;
67
- vertex: string;
68
- fragment: string;
69
- varying: string;
70
- int: PrecisionMode;
71
- float: PrecisionMode;
72
- sampler2D: PrecisionMode;
73
- samplerCube: PrecisionMode;
74
- lastActiveUnit: number;
75
- gl: any;
76
- pg: any;
77
- el: any;
78
- frame: refr.Queue;
79
- target: any;
80
- stride: Nested<number>;
81
- location: Nested<any>;
82
- activeUnit: Nested<number>;
83
- default: any;
84
- ref?: any;
85
- init(varying?: string[]): void;
86
- mount(): void;
87
- clean(): void;
88
- render(): void;
89
- mousemove(e: Event): void;
90
- resize(e?: Event, width?: number, height?: number): void;
91
- load(e?: Event, image?: HTMLImageElement): void;
92
- uniform(key: string, value: Uniform): EventState<any>;
93
- uniform(target: {
94
- [key: string]: Uniform;
95
- }): EventState<any>;
96
- texture(key: string, value: string): EventState<any>;
97
- texture(target: {
98
- [key: string]: string;
99
- }): EventState<any>;
100
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
101
- attribute(target: {
102
- [key: string]: Attribute;
103
- }): EventState<any>;
104
- clear(key?: GLClearMode): void;
105
- viewport(size?: [number, number]): void;
106
- drawArrays(key?: GLDrawMode): void;
107
- drawElements(key?: GLDrawMode): void;
108
- }>) => any;
109
- declare const onTF: (props?: EventState<{
110
- id: string;
111
- width: number;
112
- height: number;
113
- size: [number, number];
114
- mouse: [number, number];
115
- count: number;
116
- vs: string;
117
- fs: string;
118
- vert: string;
119
- frag: string;
120
- vertex: string;
121
- fragment: string;
122
- varying: string;
123
- int: PrecisionMode;
124
- float: PrecisionMode;
125
- sampler2D: PrecisionMode;
126
- samplerCube: PrecisionMode;
127
- lastActiveUnit: number;
128
- gl: any;
129
- pg: any;
130
- el: any;
131
- frame: refr.Queue;
132
- target: any;
133
- stride: Nested<number>;
134
- location: Nested<any>;
135
- activeUnit: Nested<number>;
136
- default: any;
137
- ref?: any;
138
- init(varying?: string[]): void;
139
- mount(): void;
140
- clean(): void;
141
- render(): void;
142
- mousemove(e: Event): void;
143
- resize(e?: Event, width?: number, height?: number): void;
144
- load(e?: Event, image?: HTMLImageElement): void;
145
- uniform(key: string, value: Uniform): EventState<any>;
146
- uniform(target: {
147
- [key: string]: Uniform;
148
- }): EventState<any>;
149
- texture(key: string, value: string): EventState<any>;
150
- texture(target: {
151
- [key: string]: string;
152
- }): EventState<any>;
153
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
154
- attribute(target: {
155
- [key: string]: Attribute;
156
- }): EventState<any>;
157
- clear(key?: GLClearMode): void;
158
- viewport(size?: [number, number]): void;
159
- drawArrays(key?: GLDrawMode): void;
160
- drawElements(key?: GLDrawMode): void;
161
- }>, self?: EventState<{
162
- id: string;
163
- width: number;
164
- height: number;
165
- size: [number, number];
166
- mouse: [number, number];
167
- count: number;
168
- vs: string;
169
- fs: string;
170
- vert: string;
171
- frag: string;
172
- vertex: string;
173
- fragment: string;
174
- varying: string;
175
- int: PrecisionMode;
176
- float: PrecisionMode;
177
- sampler2D: PrecisionMode;
178
- samplerCube: PrecisionMode;
179
- lastActiveUnit: number;
180
- gl: any;
181
- pg: any;
182
- el: any;
183
- frame: refr.Queue;
184
- target: any;
185
- stride: Nested<number>;
186
- location: Nested<any>;
187
- activeUnit: Nested<number>;
188
- default: any;
189
- ref?: any;
190
- init(varying?: string[]): void;
191
- mount(): void;
192
- clean(): void;
193
- render(): void;
194
- mousemove(e: Event): void;
195
- resize(e?: Event, width?: number, height?: number): void;
196
- load(e?: Event, image?: HTMLImageElement): void;
197
- uniform(key: string, value: Uniform): EventState<any>;
198
- uniform(target: {
199
- [key: string]: Uniform;
200
- }): EventState<any>;
201
- texture(key: string, value: string): EventState<any>;
202
- texture(target: {
203
- [key: string]: string;
204
- }): EventState<any>;
205
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
206
- attribute(target: {
207
- [key: string]: Attribute;
208
- }): EventState<any>;
209
- clear(key?: GLClearMode): void;
210
- viewport(size?: [number, number]): void;
211
- drawArrays(key?: GLDrawMode): void;
212
- drawElements(key?: GLDrawMode): void;
213
- }>) => EventState<{
214
- id: string;
215
- width: number;
216
- height: number;
217
- size: [number, number];
218
- mouse: [number, number];
219
- count: number;
220
- vs: string;
221
- fs: string;
222
- vert: string;
223
- frag: string;
224
- vertex: string;
225
- fragment: string;
226
- varying: string;
227
- int: PrecisionMode;
228
- float: PrecisionMode;
229
- sampler2D: PrecisionMode;
230
- samplerCube: PrecisionMode;
231
- lastActiveUnit: number;
232
- gl: any;
233
- pg: any;
234
- el: any;
235
- frame: refr.Queue;
236
- target: any;
237
- stride: Nested<number>;
238
- location: Nested<any>;
239
- activeUnit: Nested<number>;
240
- default: any;
241
- ref?: any;
242
- init(varying?: string[]): void;
243
- mount(): void;
244
- clean(): void;
245
- render(): void;
246
- mousemove(e: Event): void;
247
- resize(e?: Event, width?: number, height?: number): void;
248
- load(e?: Event, image?: HTMLImageElement): void;
249
- uniform(key: string, value: Uniform): EventState<any>;
250
- uniform(target: {
251
- [key: string]: Uniform;
252
- }): EventState<any>;
253
- texture(key: string, value: string): EventState<any>;
254
- texture(target: {
255
- [key: string]: string;
256
- }): EventState<any>;
257
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
258
- attribute(target: {
259
- [key: string]: Attribute;
260
- }): EventState<any>;
261
- clear(key?: GLClearMode): void;
262
- viewport(size?: [number, number]): void;
263
- drawArrays(key?: GLDrawMode): void;
264
- drawElements(key?: GLDrawMode): void;
265
- }>;
266
- declare const onFrame: (fun: Fun, self?: EventState<{
267
- id: string;
268
- width: number;
269
- height: number;
270
- size: [number, number];
271
- mouse: [number, number];
272
- count: number;
273
- vs: string;
274
- fs: string;
275
- vert: string;
276
- frag: string;
277
- vertex: string;
278
- fragment: string;
279
- varying: string;
280
- int: PrecisionMode;
281
- float: PrecisionMode;
282
- sampler2D: PrecisionMode;
283
- samplerCube: PrecisionMode;
284
- lastActiveUnit: number;
285
- gl: any;
286
- pg: any;
287
- el: any;
288
- frame: refr.Queue;
289
- target: any;
290
- stride: Nested<number>;
291
- location: Nested<any>;
292
- activeUnit: Nested<number>;
293
- default: any;
294
- ref?: any;
295
- init(varying?: string[]): void;
296
- mount(): void;
297
- clean(): void;
298
- render(): void;
299
- mousemove(e: Event): void;
300
- resize(e?: Event, width?: number, height?: number): void;
301
- load(e?: Event, image?: HTMLImageElement): void;
302
- uniform(key: string, value: Uniform): EventState<any>;
303
- uniform(target: {
304
- [key: string]: Uniform;
305
- }): EventState<any>;
306
- texture(key: string, value: string): EventState<any>;
307
- texture(target: {
308
- [key: string]: string;
309
- }): EventState<any>;
310
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
311
- attribute(target: {
312
- [key: string]: Attribute;
313
- }): EventState<any>;
314
- clear(key?: GLClearMode): void;
315
- viewport(size?: [number, number]): void;
316
- drawArrays(key?: GLDrawMode): void;
317
- drawElements(key?: GLDrawMode): void;
318
- }>) => void;
319
- declare const setTexture: (props: any, self?: EventState<{
320
- id: string;
321
- width: number;
322
- height: number;
323
- size: [number, number];
324
- mouse: [number, number];
325
- count: number;
326
- vs: string;
327
- fs: string;
328
- vert: string;
329
- frag: string;
330
- vertex: string;
331
- fragment: string;
332
- varying: string;
333
- int: PrecisionMode;
334
- float: PrecisionMode;
335
- sampler2D: PrecisionMode;
336
- samplerCube: PrecisionMode;
337
- lastActiveUnit: number;
338
- gl: any;
339
- pg: any;
340
- el: any;
341
- frame: refr.Queue;
342
- target: any;
343
- stride: Nested<number>;
344
- location: Nested<any>;
345
- activeUnit: Nested<number>;
346
- default: any;
347
- ref?: any;
348
- init(varying?: string[]): void;
349
- mount(): void;
350
- clean(): void;
351
- render(): void;
352
- mousemove(e: Event): void;
353
- resize(e?: Event, width?: number, height?: number): void;
354
- load(e?: Event, image?: HTMLImageElement): void;
355
- uniform(key: string, value: Uniform): EventState<any>;
356
- uniform(target: {
357
- [key: string]: Uniform;
358
- }): EventState<any>;
359
- texture(key: string, value: string): EventState<any>;
360
- texture(target: {
361
- [key: string]: string;
362
- }): EventState<any>;
363
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
364
- attribute(target: {
365
- [key: string]: Attribute;
366
- }): EventState<any>;
367
- clear(key?: GLClearMode): void;
368
- viewport(size?: [number, number]): void;
369
- drawArrays(key?: GLDrawMode): void;
370
- drawElements(key?: GLDrawMode): void;
371
- }>) => any;
372
- declare const setAttribute: (props: any, self?: EventState<{
373
- id: string;
374
- width: number;
375
- height: number;
376
- size: [number, number];
377
- mouse: [number, number];
378
- count: number;
379
- vs: string;
380
- fs: string;
381
- vert: string;
382
- frag: string;
383
- vertex: string;
384
- fragment: string;
385
- varying: string;
386
- int: PrecisionMode;
387
- float: PrecisionMode;
388
- sampler2D: PrecisionMode;
389
- samplerCube: PrecisionMode;
390
- lastActiveUnit: number;
391
- gl: any;
392
- pg: any;
393
- el: any;
394
- frame: refr.Queue;
395
- target: any;
396
- stride: Nested<number>;
397
- location: Nested<any>;
398
- activeUnit: Nested<number>;
399
- default: any;
400
- ref?: any;
401
- init(varying?: string[]): void;
402
- mount(): void;
403
- clean(): void;
404
- render(): void;
405
- mousemove(e: Event): void;
406
- resize(e?: Event, width?: number, height?: number): void;
407
- load(e?: Event, image?: HTMLImageElement): void;
408
- uniform(key: string, value: Uniform): EventState<any>;
409
- uniform(target: {
410
- [key: string]: Uniform;
411
- }): EventState<any>;
412
- texture(key: string, value: string): EventState<any>;
413
- texture(target: {
414
- [key: string]: string;
415
- }): EventState<any>;
416
- attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
417
- attribute(target: {
418
- [key: string]: Attribute;
419
- }): EventState<any>;
420
- clear(key?: GLClearMode): void;
421
- viewport(size?: [number, number]): void;
422
- drawArrays(key?: GLDrawMode): void;
423
- drawElements(key?: GLDrawMode): void;
424
- }>) => any;
60
+ }, any[] | unknown[]>;
61
+ declare const onTF: (props?: Partial<GL>, self?: GL) => GL;
62
+ declare const onFrame: (fun: Fun, self?: GL) => void;
63
+ declare const setTexture: (props: any, self?: GL) => GL;
64
+ declare const setAttribute: (props: any, self?: GL) => GL;
425
65
 
426
- export { onFrame, onGL, onTF, setAttribute, setTexture };
66
+ export { GL, onFrame, onGL, onTF, setAttribute, setTexture };
package/dist/solid.js CHANGED
@@ -1,15 +1,15 @@
1
- var F=Object.defineProperty;var O=Object.getOwnPropertyDescriptor;var z=Object.getOwnPropertyNames;var H=Object.prototype.hasOwnProperty;var Y=(e,t)=>{for(var n in t)F(e,n,{get:t[n],enumerable:!0})},W=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of z(t))!H.call(e,a)&&a!==n&&F(e,a,{get:()=>t[a],enumerable:!(o=O(t,a))||o.enumerable});return e};var k=e=>W(F({},"__esModule",{value:!0}),e);var l={};Y(l,{onFrame:()=>J,onGL:()=>K,onTF:()=>j,setAttribute:()=>Z,setTexture:()=>Q});module.exports=k(l);var f=require("solid-js"),U=require("refr");var c=require("reev"),d=require("refr");var p=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},P=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},b=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
1
+ var d=Object.defineProperty;var C=Object.getOwnPropertyDescriptor;var O=Object.getOwnPropertyNames;var z=Object.prototype.hasOwnProperty;var H=(e,t)=>{for(var n in t)d(e,n,{get:t[n],enumerable:!0})},Y=(e,t,n,o)=>{if(t&&typeof t=="object"||typeof t=="function")for(let a of O(t))!z.call(e,a)&&a!==n&&d(e,a,{get:()=>t[a],enumerable:!(o=C(t,a))||o.enumerable});return e};var q=e=>Y(d({},"__esModule",{value:!0}),e);var Z={};H(Z,{onFrame:()=>j,onGL:()=>$,onTF:()=>K,setAttribute:()=>J,setTexture:()=>Q});module.exports=q(Z);var f=require("solid-js");var m=require("reev"),F=require("refr");var U=(e,t=!1)=>{let n=typeof e=="number"?0:e?.length;return n?t?(n=Math.sqrt(n)<<0,`uniformMatrix${n}fv`):`uniform${n}fv`:"uniform1f"},p=(e,t,n)=>{n&&(e=Math.max(...n)+1);let o=t.length/e;return o!==o<<0&&console.warn(`Vertex Stride Error: count ${e} is mismatch`),o<<0},b=(e,t,n)=>{let o=e.createShader(n);if(e.shaderSource(o,t),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;throw`Could not compile glsl
2
2
 
3
- `+e.getShaderInfoLog(o)},D=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},L=(e,t,n,o)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.transformFeedbackVaryings(a,o,e.SEPARATE_ATTRIBS),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.warn(e.getProgramInfoLog(a)),null)},v=(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 V=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],$=`
3
+ `+e.getShaderInfoLog(o)},P=(e,t,n)=>{let o=e.createProgram();return e.attachShader(o,t),e.attachShader(o,n),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS)?(e.useProgram(o),o):(console.log(e.getProgramInfoLog(o)),null)},L=(e,t,n,o)=>{let a=e.createProgram();return e.attachShader(a,t),e.attachShader(a,n),e.transformFeedbackVaryings(a,o,e.SEPARATE_ATTRIBS),e.linkProgram(a),e.getProgramParameter(a,e.LINK_STATUS)?(e.useProgram(a),a):(console.warn(e.getProgramInfoLog(a)),null)},D=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,n),e.bufferData(e.ARRAY_BUFFER,new Float32Array(t),e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null),n},y=(e,t)=>{if(!t)return;let n=e.createBuffer();return e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,n),e.bufferData(e.ELEMENT_ARRAY_BUFFER,new Int16Array(t),e.STATIC_DRAW),e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,null),n},v=(e,t,n,o,a)=>{e.bindBuffer(e.ARRAY_BUFFER,o),e.enableVertexAttribArray(n),e.vertexAttribPointer(n,t,e.FLOAT,!1,0,0),a&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,a)};var B=(e,t)=>{let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),n},X=(e,t,n,o)=>{e.uniform1i(t,n),e.activeTexture(e["TEXTURE"+n]),e.bindTexture(e.TEXTURE_2D,o)};var W=[-1,-1,1,-1,-1,1,-1,1,1,-1,1,1],k=`
4
4
  attribute vec4 a_position;
5
5
  void main() {
6
6
  gl_Position = a_position;
7
7
  }
8
- `,q=`
8
+ `,V=`
9
9
  precision mediump float;
10
10
  uniform vec2 iResolution;
11
11
  void main() {
12
12
  gl_FragColor = vec4(fract(gl_FragCoord.xy / iResolution), 0, 1);
13
13
  }
14
- `,A=performance.now(),x=0,w=0,I=e=>{let r=(0,c.event)({vertex:$,fragment:q,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let i=r.gl,E=r.vs||r.vert||r.vertex,m=r.fs||r.frag||r.fragment,u=b(i,E,i.VERTEX_SHADER),T=b(i,m,i.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:V}),(0,d.frame)(()=>void r.render()||1),r.pg=r.varying?L(i,u,T,r.varying):D(i,u,T),r.lastActiveUnit=0,r.activeUnit=(0,c.nested)(()=>r.lastActiveUnit++),r.location=(0,c.nested)((s,_=!1)=>_?i?.getAttribLocation(r.pg,s):i?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.frame.flush(),x=A,A=performance.now()/1e3,w=A-x,r.uniform({iTime:A,iPrevTime:x,iDeltaTime:w})},resize:(i,E=r.width||window.innerWidth,m=r.height||window.innerHeight)=>{r.size[0]=r.el.width=E,r.size[1]=r.el.height=m,r.uniform("iResolution",r.size)},mousemove:(i,E=i.clientX,m=i.clientY)=>{let[u,T]=r.size,{top:s,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(E-s-u/2)/(u/2),r.mouse[1]=-(m-_-T/2)/(T/2),r.uniform("iMouse",r.mouse)},load:(i,E)=>{r.frame(()=>{let m=r.location(E.alt),u=r.activeUnit(E.alt),T=X(r.gl,E);r.frame(()=>(S(r.gl,m,u,T),!0))})},clear:(i="COLOR_BUFFER_BIT")=>{r.frame(()=>void r.gl.clear(r.gl[i]))},viewport:(i=r.size)=>{r.frame(()=>void r.gl.viewport(0,0,...i))},drawArrays:(i="TRIANGLES")=>{r.frame(()=>{r.gl.drawArrays(r.gl[i],0,r.count)})},drawElements:(i="TRIANGLES",E="UNSIGNED_SHORT")=>{r.frame(()=>{i=r.gl[i],E=r.gl[E],r.gl.drawElements(i,r.count,E,0)})}}),N=(i,E,m="anonymous")=>{if(typeof window>"u")return;let u=new Image,T=s=>r.load(s,u);u.addEventListener("load",T,!1),Object.assign(u,{src:E,alt:i,crossOrigin:m})},G=(i,E=0,m=!1)=>{let u=p(E,m);r.frame(()=>{let T=r.location(i);m?r.gl[u](T,!1,E):r.gl[u](T,E)})},h=(i,E,m)=>{r.frame(()=>{let u=r.location(i,!0),T=v(r.gl,E),s=y(r.gl,m),_=r.count,C=P(_,E,m);B(r.gl,C,u,T,s)})};return r.frame=(0,d.queue)(),r.texture=(0,c.durable)(N),r.uniform=(0,c.durable)(G),r.attribute=(0,c.durable)(h),r},R=I(),M=(e,t=R)=>{let n=()=>{a(e),a.el=t.el,a.gl=t.gl,a.frame=t.frame,a.init(),t({resize:a.resize,mousemove:a.mousemove})},o=()=>{a(e),t({resize:a.resize,mousemove:a.mousemove})},a=I();return a({mount:n,clean:o}),a};var K=(e,t=R)=>{let n={ref(o){o&&(t.target=o,t.mount())},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),U.frame.start(),window.addEventListener("resize",t.resize),window.addEventListener("mousemove",t.mousemove)},clean(){t(e)(n),U.frame.cancel(),window.removeEventListener("resize",t.resize),window.removeEventListener("mousemove",t.mousemove)}};return(0,f.onCleanup)(t.clean),t(e)(n)},j=(e,t=R)=>{let n=M(e,t);return(0,f.onMount)(()=>n.mount()),(0,f.onCleanup)(()=>n.clean()),n},J=(e,t=R)=>{(0,f.onMount)(()=>t("render",e))},Q=(e,t=R)=>t.texture(e),Z=(e,t=R)=>t.attribute(e);0&&(module.exports={onFrame,onGL,onTF,setAttribute,setTexture});
14
+ `,A=performance.now(),x=0,S=0,w=e=>{let r=(0,m.event)({vertex:k,fragment:V,size:[0,0],mouse:[0,0],count:6,counter:0,init:()=>{r(e);let i=r.gl,u=r.vs||r.vert||r.vertex,T=r.fs||r.frag||r.fragment,E=b(i,u,i.VERTEX_SHADER),c=b(i,T,i.FRAGMENT_SHADER);r.count===6&&r.attribute({a_position:W}),r.frame(()=>void r.render()||!0),r.pg=r.varying?L(i,E,c,r.varying):P(i,E,c),r.lastActiveUnit=0,r.activeUnit=(0,m.nested)(()=>r.lastActiveUnit++),r.location=(0,m.nested)((s,_=!1)=>_?i?.getAttribLocation(r.pg,s):i?.getUniformLocation(r.pg,s))},render:()=>{r.gl.useProgram(r.pg),r.queue.flush(),x=A,A=performance.now()/1e3,S=A-x,r.uniform({iTime:A,iPrevTime:x,iDeltaTime:S})},resize:(i,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:(i,u=i.clientX,T=i.clientY)=>{let[E,c]=r.size,{top:s,left:_}=r.el.getBoundingClientRect();r.mouse[0]=(u-s-E/2)/(E/2),r.mouse[1]=-(T-_-c/2)/(c/2),r.uniform("iMouse",r.mouse)},load:(i,u)=>{r.queue(()=>{let T=r.location(u.alt),E=r.activeUnit(u.alt),c=B(r.gl,u);r.queue(()=>(X(r.gl,T,E,c),!0))})},clear:(i="COLOR_BUFFER_BIT")=>{r.gl.clear(r.gl[i])},viewport:(i=r.size)=>{r.gl.viewport(0,0,...i)},drawArrays:(i="TRIANGLES")=>{r.gl.drawArrays(r.gl[i],0,r.count)},drawElements:(i="TRIANGLES",u="UNSIGNED_SHORT")=>{i=r.gl[i],u=r.gl[u],r.gl.drawElements(i,r.count,u,0)}}),M=(i,u,T="anonymous")=>{if(typeof window>"u")return;let E=new Image,c=s=>r.load(s,E);E.addEventListener("load",c,!1),Object.assign(E,{src:u,alt:i,crossOrigin:T})},G=(i,u=0,T=!1)=>{let E=U(u,T);r.queue(()=>{let c=r.location(i);T?r.gl[E](c,!1,u):r.gl[E](c,u)})},N=(i,u,T)=>{r.queue(()=>{let E=r.location(i,!0),c=D(r.gl,u),s=y(r.gl,T),_=r.count,h=p(_,u,T);v(r.gl,h,E,c,s)})};return r.queue=(0,F.createQueue)(),r.frame=(0,F.createFrame)(),r.texture=(0,m.durable)(M),r.uniform=(0,m.durable)(G),r.attribute=(0,m.durable)(N),r},R=w(),I=(e,t=R)=>{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=w();return a({mount:n,clean:o}),a};var $=(e,t=R)=>{let n={ref(o){o&&(t.target=o,t.mount())},mount(){t.el=t.target,t.gl=t.target.getContext("webgl2"),t.init(),t.resize(),t.frame.start(),window.addEventListener("resize",t.resize),window.addEventListener("mousemove",t.mousemove)},clean(){t(e)(n),t.frame.stop(),window.removeEventListener("resize",t.resize),window.removeEventListener("mousemove",t.mousemove)}};return(0,f.onCleanup)(t.clean),t(e)(n)},K=(e,t=R)=>{let n=I(e,t);return(0,f.onMount)(()=>n.mount()),(0,f.onCleanup)(()=>n.clean()),n},j=(e,t=R)=>{(0,f.onMount)(()=>t("render",e))},Q=(e,t=R)=>t.texture(e),J=(e,t=R)=>t.attribute(e);0&&(module.exports={onFrame,onGL,onTF,setAttribute,setTexture});
15
15
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