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 +7 -318
- package/dist/index.js +4 -4
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +3 -3
- package/dist/index.mjs.map +1 -1
- package/dist/native.d.ts +23 -488
- package/dist/native.js +4 -4
- package/dist/native.js.map +1 -1
- package/dist/native.mjs +4 -4
- package/dist/native.mjs.map +1 -1
- package/dist/react.d.ts +10 -477
- package/dist/react.js +4 -4
- package/dist/react.js.map +1 -1
- package/dist/react.mjs +4 -4
- package/dist/react.mjs.map +1 -1
- package/dist/solid.d.ts +23 -383
- package/dist/solid.js +4 -4
- package/dist/solid.js.map +1 -1
- package/dist/solid.mjs +4 -4
- package/dist/solid.mjs.map +1 -1
- package/dist/types-f429c8b1.d.ts +79 -0
- package/package.json +2 -2
- package/dist/types-2792569d.d.ts +0 -7
package/dist/react.mjs
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import{useEffect as
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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
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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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`,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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`,
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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
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package/dist/react.mjs.map
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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 = (\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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{"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
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@@ -1,7 +1,10 @@
|
|
|
1
|
-
import * as
|
|
2
|
-
import
|
|
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;
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26
|
-
|
|
29
|
+
queue: refr_dist_types_687121c7.Q<Fun<unknown[], unknown>>;
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|
30
|
+
frame: refr_dist_types_687121c7.a<Fun<unknown[], unknown>>;
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|
27
31
|
target: any;
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|
28
|
-
stride: Nested<number>;
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|
29
|
-
location: Nested<any>;
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|
30
|
-
activeUnit: Nested<number>;
|
|
32
|
+
stride: reev.Nested<number, any[]>;
|
|
33
|
+
location: reev.Nested<any, any[]>;
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|
34
|
+
activeUnit: reev.Nested<number, any[]>;
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|
31
35
|
default: any;
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|
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;
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|
39
43
|
load(e?: Event, image?: HTMLImageElement): void;
|
|
40
|
-
uniform(key: string, value: Uniform):
|
|
44
|
+
uniform(key: string, value: Uniform): GL;
|
|
41
45
|
uniform(target: {
|
|
42
46
|
[key: string]: Uniform;
|
|
43
|
-
}):
|
|
44
|
-
texture(key: string, value: string):
|
|
47
|
+
}): GL;
|
|
48
|
+
texture(key: string, value: string): GL;
|
|
45
49
|
texture(target: {
|
|
46
50
|
[key: string]: string;
|
|
47
|
-
}):
|
|
48
|
-
attribute(key: string, value: Attribute, iboValue?: Attribute):
|
|
51
|
+
}): GL;
|
|
52
|
+
attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
|
|
49
53
|
attribute(target: {
|
|
50
54
|
[key: string]: Attribute;
|
|
51
|
-
}):
|
|
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
|
-
}
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
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>;
|
|
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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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}): EventState<any>;
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clear(key?: GLClearMode): void;
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105
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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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}>) => any;
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declare const onTF: (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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}): 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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|
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lastActiveUnit: number;
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|
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gl: any;
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pg: any;
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el: any;
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|
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frame: refr.Queue;
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|
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target: any;
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185
|
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stride: Nested<number>;
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|
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location: Nested<any>;
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|
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activeUnit: Nested<number>;
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default: any;
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189
|
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ref?: any;
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190
|
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init(varying?: string[]): void;
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191
|
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mount(): void;
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192
|
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clean(): void;
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193
|
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render(): void;
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194
|
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mousemove(e: Event): void;
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195
|
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resize(e?: Event, width?: number, height?: number): void;
|
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196
|
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load(e?: Event, image?: HTMLImageElement): void;
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197
|
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uniform(key: string, value: Uniform): EventState<any>;
|
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198
|
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uniform(target: {
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199
|
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[key: string]: Uniform;
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200
|
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}): EventState<any>;
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201
|
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texture(key: string, value: string): EventState<any>;
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202
|
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texture(target: {
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203
|
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[key: string]: string;
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204
|
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}): EventState<any>;
|
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205
|
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attribute(key: string, value: Attribute, iboValue?: Attribute): EventState<any>;
|
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206
|
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attribute(target: {
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207
|
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[key: string]: Attribute;
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208
|
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}): EventState<any>;
|
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209
|
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clear(key?: GLClearMode): void;
|
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210
|
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viewport(size?: [number, number]): void;
|
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211
|
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drawArrays(key?: GLDrawMode): void;
|
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212
|
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drawElements(key?: GLDrawMode): void;
|
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213
|
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}>) => EventState<{
|
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214
|
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id: string;
|
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215
|
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width: number;
|
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216
|
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height: number;
|
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217
|
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size: [number, number];
|
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218
|
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mouse: [number, number];
|
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219
|
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count: number;
|
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220
|
-
vs: string;
|
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221
|
-
fs: string;
|
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222
|
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vert: string;
|
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223
|
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frag: string;
|
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224
|
-
vertex: string;
|
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225
|
-
fragment: string;
|
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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
|
|
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)},
|
|
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
|
-
`,
|
|
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,
|
|
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
|
//# sourceMappingURL=solid.js.map
|