glre 0.39.0 → 0.41.0

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.
Files changed (281) hide show
  1. package/README.md +8 -4
  2. package/dist/addons.cjs +1 -1
  3. package/dist/addons.cjs.map +1 -1
  4. package/dist/addons.d.ts +853 -22
  5. package/dist/addons.js +1 -1
  6. package/dist/addons.js.map +1 -1
  7. package/dist/index.cjs +8 -8
  8. package/dist/index.cjs.map +1 -1
  9. package/dist/index.d.ts +47 -28
  10. package/dist/index.js +8 -8
  11. package/dist/index.js.map +1 -1
  12. package/dist/native.d.ts +60 -33
  13. package/dist/node.cjs +59 -30
  14. package/dist/node.cjs.map +1 -1
  15. package/dist/node.d.ts +39 -26
  16. package/dist/node.js +59 -30
  17. package/dist/node.js.map +1 -1
  18. package/dist/react.d.ts +47 -28
  19. package/dist/solid.d.ts +47 -28
  20. package/package.json +24 -24
  21. package/src/addons/animation/easing/backIn.ts +10 -0
  22. package/src/addons/animation/easing/backInOut.ts +12 -0
  23. package/src/addons/animation/easing/backOut.ts +10 -0
  24. package/src/addons/animation/easing/bounceIn.ts +10 -0
  25. package/src/addons/animation/easing/bounceInOut.ts +13 -0
  26. package/src/addons/animation/easing/bounceOut.ts +30 -0
  27. package/src/addons/animation/easing/circularIn.ts +9 -0
  28. package/src/addons/animation/easing/circularInOut.ts +11 -0
  29. package/src/addons/animation/easing/circularOut.ts +9 -0
  30. package/src/addons/animation/easing/cubicIn.ts +9 -0
  31. package/src/addons/animation/easing/cubicInOut.ts +11 -0
  32. package/src/addons/animation/easing/cubicOut.ts +10 -0
  33. package/src/addons/animation/easing/elasticIn.ts +10 -0
  34. package/src/addons/animation/easing/elasticInOut.ts +21 -0
  35. package/src/addons/animation/easing/elasticOut.ts +12 -0
  36. package/src/addons/animation/easing/exponentialIn.ts +9 -0
  37. package/src/addons/animation/easing/exponentialInOut.ts +13 -0
  38. package/src/addons/animation/easing/exponentialOut.ts +9 -0
  39. package/src/addons/animation/easing/index.ts +33 -0
  40. package/src/addons/animation/easing/linearIn.ts +9 -0
  41. package/src/addons/animation/easing/linearInOut.ts +9 -0
  42. package/src/addons/animation/easing/linearOut.ts +9 -0
  43. package/src/addons/animation/easing/quadraticIn.ts +9 -0
  44. package/src/addons/animation/easing/quadraticInOut.ts +10 -0
  45. package/src/addons/animation/easing/quadraticOut.ts +9 -0
  46. package/src/addons/animation/easing/quarticIn.ts +9 -0
  47. package/src/addons/animation/easing/quarticInOut.ts +11 -0
  48. package/src/addons/animation/easing/quarticOut.ts +10 -0
  49. package/src/addons/animation/easing/quinticIn.ts +9 -0
  50. package/src/addons/animation/easing/quinticInOut.ts +11 -0
  51. package/src/addons/animation/easing/quinticOut.ts +9 -0
  52. package/src/addons/animation/easing/sineIn.ts +10 -0
  53. package/src/addons/animation/easing/sineInOut.ts +10 -0
  54. package/src/addons/animation/easing/sineOut.ts +10 -0
  55. package/src/addons/color/palette/macbeth.ts +42 -0
  56. package/src/addons/color/space/cmyk2rgb.ts +12 -0
  57. package/src/addons/color/space/gamma2linear.ts +19 -0
  58. package/src/addons/color/space/hsl2rgb.ts +20 -0
  59. package/src/addons/color/space/hsv2rgb.ts +18 -0
  60. package/src/addons/color/space/hue2rgb.ts +12 -0
  61. package/src/addons/color/space/index.ts +29 -0
  62. package/src/addons/color/space/lab2lch.ts +22 -0
  63. package/src/addons/color/space/lab2rgb.ts +19 -0
  64. package/src/addons/color/space/lab2xyz.ts +32 -0
  65. package/src/addons/color/space/lch2lab.ts +21 -0
  66. package/src/addons/color/space/lch2rgb.ts +22 -0
  67. package/src/addons/color/space/linear2gamma.ts +19 -0
  68. package/src/addons/color/space/oklab2rgb.ts +35 -0
  69. package/src/addons/color/space/rgb2cmyk.ts +13 -0
  70. package/src/addons/color/space/rgb2hcv.ts +29 -0
  71. package/src/addons/color/space/rgb2hsl.ts +23 -0
  72. package/src/addons/color/space/rgb2hsv.ts +36 -0
  73. package/src/addons/color/space/rgb2hue.ts +29 -0
  74. package/src/addons/color/space/rgb2lab.ts +19 -0
  75. package/src/addons/color/space/rgb2lch.ts +22 -0
  76. package/src/addons/color/space/rgb2oklab.ts +45 -0
  77. package/src/addons/color/space/rgb2srgb.ts +34 -0
  78. package/src/addons/color/space/rgb2xyz.ts +20 -0
  79. package/src/addons/color/space/rgb2yiq.ts +22 -0
  80. package/src/addons/color/space/rgb2yuv.ts +32 -0
  81. package/src/addons/color/space/srgb2rgb.ts +34 -0
  82. package/src/addons/color/space/xyz2lab.ts +27 -0
  83. package/src/addons/color/space/xyz2rgb.ts +30 -0
  84. package/src/addons/color/space/yiq2rgb.ts +22 -0
  85. package/src/addons/color/space/yuv2rgb.ts +32 -0
  86. package/src/addons/draw/arrows.ts +75 -0
  87. package/src/addons/draw/axis.ts +57 -0
  88. package/src/addons/draw/bridge.ts +81 -0
  89. package/src/addons/draw/char.ts +30 -0
  90. package/src/addons/draw/circle.ts +29 -0
  91. package/src/addons/draw/fill.ts +25 -0
  92. package/src/addons/draw/flip.ts +45 -0
  93. package/src/addons/draw/hex.ts +29 -0
  94. package/src/addons/draw/index.ts +13 -0
  95. package/src/addons/draw/line.ts +16 -0
  96. package/src/addons/draw/point.ts +30 -0
  97. package/src/addons/draw/rect.ts +52 -0
  98. package/src/addons/draw/stroke.ts +31 -0
  99. package/src/addons/draw/tri.ts +29 -0
  100. package/src/addons/generative/cnoise.ts +239 -0
  101. package/src/addons/generative/curl.ts +64 -0
  102. package/src/addons/generative/fbm.ts +69 -0
  103. package/src/addons/generative/gerstnerWave.ts +21 -0
  104. package/src/addons/generative/gnoise.ts +113 -0
  105. package/src/addons/generative/index.ts +15 -0
  106. package/src/addons/generative/noised.ts +139 -0
  107. package/src/addons/generative/pnoise.ts +249 -0
  108. package/src/addons/generative/psrdnoise.ts +277 -0
  109. package/src/addons/generative/random.ts +136 -0
  110. package/src/addons/generative/snoise.ts +199 -0
  111. package/src/addons/generative/srandom.ts +90 -0
  112. package/src/addons/generative/voronoi.ts +134 -0
  113. package/src/addons/generative/voronoise.ts +69 -0
  114. package/src/addons/generative/wavelet.ts +77 -0
  115. package/src/addons/generative/worley.ts +99 -0
  116. package/src/addons/geometry/aabb/aabb.ts +8 -0
  117. package/src/addons/geometry/aabb/centroid.ts +10 -0
  118. package/src/addons/geometry/aabb/contain.ts +19 -0
  119. package/src/addons/geometry/aabb/diagonal.ts +10 -0
  120. package/src/addons/geometry/aabb/expand.ts +16 -0
  121. package/src/addons/geometry/aabb/index.ts +7 -0
  122. package/src/addons/geometry/aabb/intersect.ts +20 -0
  123. package/src/addons/geometry/aabb/square.ts +17 -0
  124. package/src/addons/geometry/index.ts +2 -0
  125. package/src/addons/geometry/triangle/area.ts +10 -0
  126. package/src/addons/geometry/triangle/barycentric.ts +50 -0
  127. package/src/addons/geometry/triangle/centroid.ts +10 -0
  128. package/src/addons/geometry/triangle/closestPoint.ts +85 -0
  129. package/src/addons/geometry/triangle/contain.ts +19 -0
  130. package/src/addons/geometry/triangle/distanceSq.ts +38 -0
  131. package/src/addons/geometry/triangle/index.ts +10 -0
  132. package/src/addons/geometry/triangle/intersect.ts +49 -0
  133. package/src/addons/geometry/triangle/normal.ts +12 -0
  134. package/src/addons/geometry/triangle/signedDistance.ts +31 -0
  135. package/src/addons/geometry/triangle/triangle.ts +9 -0
  136. package/src/addons/index.ts +8 -6
  137. package/src/addons/lighting/ray.ts +8 -0
  138. package/src/addons/math/aafloor.ts +13 -0
  139. package/src/addons/math/aafract.ts +38 -0
  140. package/src/addons/math/aamirror.ts +12 -0
  141. package/src/addons/math/aastep.ts +14 -0
  142. package/src/addons/math/absi.ts +9 -0
  143. package/src/addons/math/adaptiveThreshold.ts +24 -0
  144. package/src/addons/math/bump.ts +20 -0
  145. package/src/addons/math/const.ts +19 -0
  146. package/src/addons/math/cubic.ts +101 -0
  147. package/src/addons/math/cubicMix.ts +49 -0
  148. package/src/addons/math/decimate.ts +12 -0
  149. package/src/addons/math/dist.ts +143 -0
  150. package/src/addons/math/fcos.ts +11 -0
  151. package/src/addons/math/frac.ts +9 -0
  152. package/src/addons/math/gain.ts +14 -0
  153. package/src/addons/math/gaussian.ts +14 -0
  154. package/src/addons/math/grad4.ts +19 -0
  155. package/src/addons/math/hammersley.ts +54 -0
  156. package/src/addons/math/highPass.ts +12 -0
  157. package/src/addons/math/index.ts +63 -0
  158. package/src/addons/math/inside.ts +68 -0
  159. package/src/addons/math/invCubic.ts +9 -0
  160. package/src/addons/math/invQuartic.ts +9 -0
  161. package/src/addons/math/inverse.ts +9 -0
  162. package/src/addons/math/lengthSq.ts +10 -0
  163. package/src/addons/math/map.ts +27 -0
  164. package/src/addons/math/mirror.ts +12 -0
  165. package/src/addons/math/mmax.ts +27 -0
  166. package/src/addons/math/mmin.ts +28 -0
  167. package/src/addons/math/mmix.ts +47 -0
  168. package/src/addons/math/mod2.ts +44 -0
  169. package/src/addons/math/mod289.ts +46 -0
  170. package/src/addons/math/modi.ts +15 -0
  171. package/src/addons/math/nyquist.ts +15 -0
  172. package/src/addons/math/pack.ts +15 -0
  173. package/src/addons/math/parabola.ts +12 -0
  174. package/src/addons/math/permute.ts +42 -0
  175. package/src/addons/math/pow2.ts +10 -0
  176. package/src/addons/math/pow3.ts +9 -0
  177. package/src/addons/math/pow5.ts +10 -0
  178. package/src/addons/math/pow7.ts +12 -0
  179. package/src/addons/math/powFast.ts +18 -0
  180. package/src/addons/math/quartic.ts +15 -0
  181. package/src/addons/math/quat/index.ts +14 -0
  182. package/src/addons/math/quat/quat2mat3.ts +28 -0
  183. package/src/addons/math/quat/quat2mat4.ts +16 -0
  184. package/src/addons/math/quat/quatAdd.ts +18 -0
  185. package/src/addons/math/quat/quatConj.ts +14 -0
  186. package/src/addons/math/quat/quatDiv.ts +18 -0
  187. package/src/addons/math/quat/quatIdentity.ts +9 -0
  188. package/src/addons/math/quat/quatInverse.ts +17 -0
  189. package/src/addons/math/quat/quatLength.ts +15 -0
  190. package/src/addons/math/quat/quatLengthSq.ts +14 -0
  191. package/src/addons/math/quat/quatLerp.ts +40 -0
  192. package/src/addons/math/quat/quatMul.ts +38 -0
  193. package/src/addons/math/quat/quatNeg.ts +14 -0
  194. package/src/addons/math/quat/quatNorm.ts +16 -0
  195. package/src/addons/math/quat/quatSub.ts +18 -0
  196. package/src/addons/math/quintic.ts +16 -0
  197. package/src/addons/math/rotate2d.ts +16 -0
  198. package/src/addons/math/rotate3d.ts +37 -0
  199. package/src/addons/math/rotate3dX.ts +20 -0
  200. package/src/addons/math/rotate3dY.ts +20 -0
  201. package/src/addons/math/rotate3dZ.ts +20 -0
  202. package/src/addons/math/rotate4d.ts +41 -0
  203. package/src/addons/math/rotate4dX.ts +21 -0
  204. package/src/addons/math/rotate4dY.ts +16 -0
  205. package/src/addons/math/rotate4dZ.ts +21 -0
  206. package/src/addons/math/saturateMediump.ts +11 -0
  207. package/src/addons/math/scale2d.ts +44 -0
  208. package/src/addons/math/scale3d.ts +17 -0
  209. package/src/addons/math/scale4d.ts +50 -0
  210. package/src/addons/math/smootherstep.ts +16 -0
  211. package/src/addons/math/taylorInvSqrt.ts +9 -0
  212. package/src/addons/math/toMat3.ts +14 -0
  213. package/src/addons/math/toMat4.ts +14 -0
  214. package/src/addons/math/translate4d.ts +31 -0
  215. package/src/addons/math/unpack.ts +88 -0
  216. package/src/addons/sdf/boxSDF.ts +24 -0
  217. package/src/addons/sdf/circleSDF.ts +20 -0
  218. package/src/addons/sdf/crossSDF.ts +17 -0
  219. package/src/addons/sdf/hexSDF.ts +18 -0
  220. package/src/addons/sdf/index.ts +7 -0
  221. package/src/addons/sdf/lineSDF.ts +33 -0
  222. package/src/addons/sdf/rectSDF.ts +46 -0
  223. package/src/addons/sdf/sphereSDF.ts +20 -0
  224. package/src/addons/sdf/triSDF.ts +14 -0
  225. package/src/addons/space/aspect.ts +14 -0
  226. package/src/addons/space/bracketing.ts +44 -0
  227. package/src/addons/space/brickTile.ts +44 -0
  228. package/src/addons/space/cart2polar.ts +20 -0
  229. package/src/addons/space/center.ts +32 -0
  230. package/src/addons/space/checkerTile.ts +41 -0
  231. package/src/addons/space/depth2viewZ.ts +43 -0
  232. package/src/addons/space/displace.ts +55 -0
  233. package/src/addons/space/equirect2xyz.ts +17 -0
  234. package/src/addons/space/eulerView.ts +19 -0
  235. package/src/addons/space/fisheye2xyz.ts +18 -0
  236. package/src/addons/space/flipY.ts +25 -0
  237. package/src/addons/space/hexTile.ts +18 -0
  238. package/src/addons/space/index.ts +38 -0
  239. package/src/addons/space/kaleidoscope.ts +48 -0
  240. package/src/addons/space/linearizeDepth.ts +17 -0
  241. package/src/addons/space/lookAt.ts +49 -0
  242. package/src/addons/space/lookAtView.ts +40 -0
  243. package/src/addons/space/mirrorTile.ts +73 -0
  244. package/src/addons/space/nearest.ts +13 -0
  245. package/src/addons/space/orthographic.ts +25 -0
  246. package/src/addons/space/parallaxMapping.ts +149 -0
  247. package/src/addons/space/perspective.ts +24 -0
  248. package/src/addons/space/polar2cart.ts +24 -0
  249. package/src/addons/space/ratio.ts +14 -0
  250. package/src/addons/space/rotate.ts +37 -0
  251. package/src/addons/space/rotateX.ts +54 -0
  252. package/src/addons/space/rotateY.ts +54 -0
  253. package/src/addons/space/rotateZ.ts +54 -0
  254. package/src/addons/space/scale.ts +13 -0
  255. package/src/addons/space/sprite.ts +16 -0
  256. package/src/addons/space/sqTile.ts +20 -0
  257. package/src/addons/space/tbn.ts +26 -0
  258. package/src/addons/space/translate.ts +12 -0
  259. package/src/addons/space/triTile.ts +32 -0
  260. package/src/addons/space/uncenter.ts +32 -0
  261. package/src/addons/space/unratio.ts +12 -0
  262. package/src/addons/space/viewZ2depth.ts +25 -0
  263. package/src/addons/space/windmillTile.ts +58 -0
  264. package/src/addons/space/xyz2equirect.ts +10 -0
  265. package/src/index.ts +5 -2
  266. package/src/node/build.ts +62 -52
  267. package/src/node/create.ts +3 -0
  268. package/src/node/index.ts +1 -2
  269. package/src/node/scope.ts +27 -25
  270. package/src/node/types.ts +16 -12
  271. package/src/node/utils/const.ts +12 -11
  272. package/src/node/utils/index.ts +15 -12
  273. package/src/node/utils/infer.ts +17 -6
  274. package/src/node/utils/parse.ts +37 -13
  275. package/src/node/utils/utils.ts +40 -22
  276. package/src/types.ts +13 -5
  277. package/src/utils/helpers.ts +80 -7
  278. package/src/utils/pipeline.ts +21 -5
  279. package/src/utils/program.ts +68 -42
  280. package/src/utils/webgl.ts +47 -37
  281. package/src/utils/webgpu.ts +30 -38
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/index.ts","../src/utils/helpers.ts","../src/utils/webgl.ts","../src/utils/program.ts","../src/utils/webgpu.ts","../src/utils/pipeline.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { is } from './utils/helpers'\nimport { webgl } from './utils/webgl'\nimport { webgpu } from './utils/webgpu'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './types'\n\nexport const isGL = (a: unknown): a is EventState<GL> => {\n if (!is.obj(a)) return false\n if ('isGL' in a) return true\n return false\n}\n\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nlet iTime = performance.now()\n\nexport const createGL = (props?: Partial<GL>) => {\n const gl = event({\n isNative: false,\n isWebGL: true,\n isError: false,\n isLoop: true,\n isGL: true,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n particles: 1024,\n webgl: {},\n webgpu: {},\n loading: 0,\n error() {\n gl.isError = true\n gl.isLoop = false\n gl.clean()\n console.warn('GLRE Error:', ...arguments)\n },\n }) as EventState<GL>\n\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)), gl)\n gl.storage = durable((k, v) => gl.queue(() => gl._storage?.(k, v)), gl)\n gl.uniform = durable((k, v) => gl.queue(() => gl._uniform?.(k, v)), gl)\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)), gl)\n gl.uniform({ iResolution: gl.size, iMouse: [0, 0], iTime })\n\n gl('mount', async () => {\n if (!isWebGPUSupported()) gl.isWebGL = true\n gl.vs = gl.vs || gl.vert || gl.vertex\n gl.fs = gl.fs || gl.frag || gl.fragment\n gl.cs = gl.cs || gl.comp || gl.compute\n if (gl.isWebGL) {\n gl((await webgl(gl)) as GL)\n } else gl((await webgpu(gl)) as GL)\n if (gl.isError) return // stop if error\n gl.resize()\n gl.frame(() => {\n gl.loop()\n gl.queue.flush()\n if (gl.loading) return true // wait for textures @TODO FIX\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n if (gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('resize', () => {\n const w = gl.width || window.innerWidth\n const h = gl.height || window.innerHeight\n gl.size[0] = gl.el.width = w\n gl.size[1] = gl.el.height = h\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = gl.size\n const { top, left } = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - top - w / 2) / (w / 2)\n gl.mouse[1] = -(y - left - h / 2) / (h / 2)\n gl.uniform('iMouse', gl.mouse)\n })\n\n gl('loop', () => {\n iTime = performance.now() / 1000\n gl.uniform('iTime', iTime)\n })\n\n return gl(props)\n}\n\nexport default createGL\n\n","import type { GL } from './../types'\n\nexport const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\n/**\n * other\n */\nexport const replace = (x = '', from = '_', to = '/') => x.split(from).join(to)\nexport const ext = (src = '.pdf') => src.split('.').pop()?.toLowerCase() ?? ''\nexport const fig = (x = 0) => `${x}`.split('.')[1]?.length ?? 0\nexport const dig = (x = 0) => `${x}`.split('.')[0]?.length - (x < 0 ? 1 : 0)\nexport const sig = (value = 0, digit = -2) => {\n digit *= -1\n digit = Math.pow(10, digit)\n value *= digit\n value = Math.round(value)\n value /= digit\n return value\n}\n\nexport const isFloat32 = (value: unknown): value is Float32Array => {\n return value instanceof Float32Array\n}\n\nexport const loadingImage = (gl: GL, src: string, fun: (source: HTMLImageElement) => void) => {\n gl.loading++\n const source = new Image()\n Object.assign(source, { src, crossOrigin: 'anonymous' })\n source.decode().then(() => {\n fun(source)\n gl.loading--\n })\n}\n","import { nested as cached } from 'reev'\nimport { is, loadingImage } from './helpers'\nimport {\n cleanStorage,\n createAttachment,\n createAttrib,\n createProgram,\n createStorage,\n createTexture,\n createUniform,\n} from './program'\nimport type { GL, WebGLState } from '../types'\n\nconst DEFAULT_FRAGMENT = /* cpp */ `\n#version 300 es\nprecision mediump float;\nout vec4 fragColor;\nuniform vec2 iResolution;\nvoid main() {\n fragColor = vec4(fract((gl_FragCoord.xy / iResolution)), 0.0, 1.0);\n}\n`\n\nconst DEFAULT_VERTEX = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}`\n\nconst computeProgram = (gl: GL, c: WebGL2RenderingContext) => {\n if (!gl.cs) return null // ignore if no compute shader\n c.getExtension('EXT_color_buffer_float')\n\n let activeUnit = 0 // for texture units\n let currentNum = 0 // for storage buffers\n\n const units = cached(() => activeUnit++)\n const cs = is.str(gl.cs) ? gl.cs : gl.cs!.compute({ isWebGL: true, gl, units })\n const pg = createProgram(c, cs, DEFAULT_VERTEX, gl)!\n const size = Math.ceil(Math.sqrt(gl.particles))\n\n const uniforms = cached((key) => c.getUniformLocation(pg, key)!)\n const storages = cached((key) => {\n const array = new Float32Array(size * size * 4) // RGBA texture data\n const ping = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n const pong = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n return { ping, pong, array, loc: uniforms(key), unit: units(key) }\n })\n\n const _uniform = (key: string, value: number | number[]) => {\n c.useProgram(pg)\n createUniform(c, uniforms(key), value)\n }\n\n const _storage = (key: string, value: number[]) => {\n const { ping, pong, unit, array } = storages(key)\n createStorage(c, value, size, ping, pong, unit, array)\n }\n\n const clean = () => {\n c.deleteProgram(pg)\n cleanStorage(c, storages.map.values())\n }\n\n const render = () => {\n c.useProgram(pg)\n const attachments = storages.map.values().map(({ ping, pong, loc, unit }, index) => {\n const [i, o] = currentNum % 2 ? [ping, pong] : [pong, ping]\n return createAttachment(c, i, o, loc, unit, index)\n })\n c.drawBuffers(attachments)\n c.drawArrays(c.TRIANGLES, 0, 3)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n currentNum++\n }\n\n return { render, clean, _uniform, _storage, storages }\n}\n\nexport const webgl = async (gl: GL) => {\n const config = { isWebGL: true, gl }\n const c = gl.el!.getContext('webgl2')!\n const cp = computeProgram(gl, c)\n const fs = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs!.fragment(config)) : DEFAULT_FRAGMENT\n const vs = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs!.vertex(config)) : DEFAULT_VERTEX\n const pg = createProgram(c, fs, vs, gl)!\n c.useProgram(pg)\n\n let activeUnit = 0 // for texture units\n\n const units = cached(() => activeUnit++)\n const attribs = cached((key) => c.getAttribLocation(pg, key))\n const uniforms = cached((key) => c.getUniformLocation(pg, key))\n\n const _attribute = (key = '', value: number[], iboValue: number[]) => {\n const loc = attribs(key, true)\n createAttrib(c, loc, gl.count, value, iboValue)\n }\n\n const _uniform = (key: string, value: number | number[]) => {\n c.useProgram(pg)\n createUniform(c, uniforms(key)!, value)\n cp?._uniform(key, value)\n }\n\n const _texture = (key: string, src: string) => {\n c.useProgram(pg)\n loadingImage(gl, src, (source) => {\n createTexture(c, source, uniforms(key)!, units(key))\n })\n }\n\n const clean = () => {\n cp?.clean()\n c.deleteProgram(pg)\n c.getExtension('WEBGL_lose_context')?.loseContext()\n }\n\n const render = () => {\n cp?.render()\n c.useProgram(pg)\n c.viewport(0, 0, ...gl.size)\n c.drawArrays(c.TRIANGLES, 0, gl.count)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n }\n\n const webgl: WebGLState = { context: c, program: pg, storages: cp?.storages }\n\n return { webgl, render, clean, _attribute, _uniform, _texture, _storage: cp?._storage }\n}\n","import { is } from './helpers'\nimport type { GL } from '../types'\n\nconst createShader = (c: WebGLRenderingContext, source: string, type: number, onError = console.warn) => {\n const shader = c.createShader(type)\n if (!shader) return onError('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n onError(`Could not compile shader: ${error}\\n\\n↓↓↓generated↓↓↓\\n${source}`)\n}\n\nexport const createProgram = (c: WebGLRenderingContext, frag: string, vert: string, gl: GL) => {\n const pg = c.createProgram()\n const fs = createShader(c, frag, c.FRAGMENT_SHADER, gl.error)\n const vs = createShader(c, vert, c.VERTEX_SHADER, gl.error)\n if (!fs || !vs) return\n c.attachShader(pg, fs!)\n c.attachShader(pg, vs!)\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n gl.error(`Could not link program: ${error}`)\n}\n\nconst createVbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, new Float32Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n return buffer\n}\n\nconst createIbo = (c: WebGLRenderingContext, data: number[]) => {\n const buffer = c.createBuffer()\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, buffer)\n c.bufferData(c.ELEMENT_ARRAY_BUFFER, new Int16Array(data), c.STATIC_DRAW)\n c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, null)\n return buffer\n}\n\nconst getStride = (count: number, value: number[], iboValue?: number[]) => {\n if (iboValue) count = Math.max(...iboValue) + 1\n const stride = value.length / count\n return Math.floor(stride)\n}\n\nexport const createAttrib = (\n c: WebGLRenderingContext,\n loc: number,\n count: number,\n value: number[],\n iboValue: number[]\n) => {\n const vbo = createVbo(c, value)\n const ibo = createIbo(c, iboValue)\n const str = getStride(count, value, iboValue)\n c.bindBuffer(c.ARRAY_BUFFER, vbo)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, str, c.FLOAT, false, 0, 0)\n if (ibo) c.bindBuffer(c.ELEMENT_ARRAY_BUFFER, ibo)\n}\n\nexport const createUniform = (c: WebGLRenderingContext, loc: WebGLUniformLocation, value: number | number[]) => {\n if (is.num(value)) return c.uniform1f(loc, value)\n let l = value.length\n if (l <= 4) return c[`uniform${l as 2}fv`](loc, value)\n l = Math.sqrt(l) << 0\n c[`uniformMatrix${l as 2}fv`](loc, false, value)\n}\n\nexport const createTexture = (\n c: WebGLRenderingContext,\n img: HTMLImageElement,\n loc: WebGLUniformLocation,\n unit: number\n) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, img)\n c.generateMipmap(c.TEXTURE_2D)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n c.uniform1i(loc, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n}\n\n/**\n * for gpgpu\n */\ninterface TextureBuffer {\n texture: WebGLTexture\n buffer: WebGLFramebuffer\n}\n\nexport const createStorage = (\n c: WebGL2RenderingContext,\n value: number[],\n size: number,\n ping: TextureBuffer,\n pong: TextureBuffer,\n unit: number,\n array: Float32Array\n) => {\n const particles = size * size\n const vectorSize = value.length / particles\n for (let i = 0; i < particles; i++) {\n for (let j = 0; j < Math.min(vectorSize, 4); j++) {\n array[4 * i + j] = value[i * vectorSize + j] || 0\n }\n }\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, ping.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, size, size, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, pong.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, size, size, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n}\n\nexport const cleanStorage = (\n c: WebGL2RenderingContext,\n map: Iterable<{ ping: TextureBuffer; pong: TextureBuffer }>\n) => {\n for (const { ping, pong } of map) {\n c.deleteTexture(ping.texture)\n c.deleteTexture(pong.texture)\n c.deleteFramebuffer(ping.buffer)\n c.deleteFramebuffer(pong.buffer)\n }\n}\n\nexport const createAttachment = (\n c: WebGL2RenderingContext,\n i: TextureBuffer,\n o: TextureBuffer,\n loc: WebGLUniformLocation,\n unit: number,\n index: number\n) => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, i.texture)\n c.uniform1i(loc, unit)\n if (index === 0) c.bindFramebuffer(c.FRAMEBUFFER, o.buffer)\n const attachment = c.COLOR_ATTACHMENT0 + index\n c.framebufferTexture2D(c.FRAMEBUFFER, attachment, c.TEXTURE_2D, o.texture, 0)\n return attachment\n}\n","import { nested as cached } from 'reev'\nimport { is, loadingImage } from './helpers'\nimport {\n createArrayBuffer,\n createBindGroup,\n createBindings,\n createComputePipeline,\n createDepthTexture,\n createDescriptor,\n createDevice,\n createPipeline,\n createTextureSampler,\n createVertexBuffers,\n} from './pipeline'\nimport type { GL, WebGPUState } from '../types'\n\nconst WORKING_GROUP_SIZE = 32\n\nconst DEFAULT_VERTEX = /* rust */ `\nstruct In { @builtin(vertex_index) vertex_index: u32 }\nstruct Out { @builtin(position) position: vec4f }\n@vertex\nfn main(in: In) -> Out {\n var out: Out;\n var x = f32(in.vertex_index % 2) * 4.0 - 1.0;\n var y = f32(in.vertex_index / 2) * 4.0 - 1.0;\n out.position = vec4f(x, y, 0.0, 1.0);\n return out;\n}\n`.trim()\n\nconst DEFAULT_FRAGMENT = /* rust */ `\nstruct Out { @builtin(position) position: vec4f }\n@group(0) @binding(0) var<uniform> iResolution: vec2f;\n@fragment\nfn main(out: Out) -> @location(0) vec4f {\n return vec4f(fract((out.position.xy / iResolution)), 0.0, 1.0);\n}\n`\n\nconst computeProgram = (gl: GL, device: GPUDevice, bindings: any) => {\n let flush = (_pass: GPUComputePassEncoder) => {}\n\n const storages = cached((_key, value: number[] | Float32Array) => {\n const { array, buffer } = createArrayBuffer(device, value, 'storage')\n const { binding, group } = bindings.storage()\n return { array, buffer, binding, group }\n })\n\n const _storage = (key: string, value: number[] | Float32Array) => {\n const { array, buffer } = storages(key, value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const update = (bindGroups: GPUBindGroup[], bindGroupLayouts: GPUBindGroupLayout[], comp: string) => {\n const pipeline = createComputePipeline(device, bindGroupLayouts, comp!)\n flush = (pass) => {\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n const workgroupCount = Math.ceil(gl.particles / WORKING_GROUP_SIZE)\n pass.dispatchWorkgroups(workgroupCount, 1, 1)\n pass.end()\n }\n }\n\n const render = (pass: GPUComputePassEncoder) => {\n flush(pass)\n }\n\n const clean = () => {\n for (const { buffer } of storages.map.values()) buffer.destroy()\n }\n\n return { storages, _storage, update, render, clean }\n}\n\nexport const webgpu = async (gl: GL) => {\n const context = gl.el!.getContext('webgpu') as GPUCanvasContext\n const { device, format } = await createDevice(context, gl.error)\n const bindings = createBindings()\n const cp = computeProgram(gl, device, bindings)\n let frag: string\n let comp: string\n let vert: string\n let flush = (_pass: GPURenderPassEncoder) => {}\n let needsUpdate = true\n let depthTexture: GPUTexture\n\n const attribs = cached((_key, value: number[]) => {\n needsUpdate = true\n const stride = value.length / gl.count\n const { location } = bindings.attrib()\n const { array, buffer } = createArrayBuffer(device, value, 'attrib')\n return { array, buffer, location, stride }\n })\n\n const uniforms = cached((_key, value: number[]) => {\n needsUpdate = true\n const { binding, group } = bindings.uniform()\n const { array, buffer } = createArrayBuffer(device, value, 'uniform')\n return { array, buffer, binding, group }\n })\n\n const textures = cached((_key, width = 0, height = 0) => {\n needsUpdate = true\n const { binding, group } = bindings.texture()\n const { texture, sampler } = createTextureSampler(device, width, height)\n return { texture, sampler, binding, group, view: texture.createView() }\n })\n\n const _attribute = (key = '', value: number[]) => {\n const { array, buffer } = attribs(key, value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const _uniform = (key: string, value: number | number[]) => {\n if (is.num(value)) value = [value]\n const { array, buffer } = uniforms(key, value)\n array.set(value) // needs to set leatest value\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const _texture = (key: string, src: string) => {\n loadingImage(gl, src, (source) => {\n const { width, height } = source\n const { texture } = textures(key, width, height)\n device.queue.copyExternalImageToTexture({ source }, { texture }, { width, height })\n })\n }\n\n const update = () => {\n const { vertexBuffers, bufferLayouts } = createVertexBuffers(attribs.map.values())\n const { bindGroups, bindGroupLayouts } = createBindGroup(\n device,\n uniforms.map.values(),\n textures.map.values(),\n cp.storages.map.values()\n )\n const pipeline = createPipeline(device, format, bufferLayouts, bindGroupLayouts, vert, frag)\n flush = (pass) => {\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n vertexBuffers.forEach((v, i) => pass.setVertexBuffer(i, v))\n pass.draw(gl.count, 1, 0, 0)\n pass.end()\n }\n if (gl.cs) cp.update(bindGroups, bindGroupLayouts, comp)\n }\n\n const render = () => {\n if (!frag || !vert) {\n const config = { isWebGL: false, gl }\n frag = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs.fragment(config)) : DEFAULT_FRAGMENT\n vert = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs.vertex(config)) : DEFAULT_VERTEX\n comp = gl.cs ? (is.str(gl.cs) ? gl.cs : gl.cs.compute(config)) : ''\n }\n if (gl.loading) return // MEMO: loading after build node\n if (needsUpdate) update()\n needsUpdate = false\n const encoder = device.createCommandEncoder()\n if (gl.cs) cp.render(encoder.beginComputePass())\n flush(encoder.beginRenderPass(createDescriptor(context, depthTexture)))\n device.queue.submit([encoder.finish()])\n }\n\n const resize = () => {\n const canvas = gl.el as HTMLCanvasElement\n depthTexture?.destroy()\n depthTexture = createDepthTexture(device, canvas.width, canvas.height)\n }\n\n const clean = () => {\n device.destroy()\n depthTexture?.destroy()\n for (const { texture } of textures.map.values()) texture.destroy()\n for (const { buffer } of uniforms.map.values()) buffer.destroy()\n for (const { buffer } of attribs.map.values()) buffer.destroy()\n cp.clean()\n }\n\n resize()\n\n const webgpu = { device, uniforms, textures, attribs, storages: cp.storages } as WebGPUState\n\n return { webgpu, render, resize, clean, _attribute, _uniform, _texture, _storage: cp._storage }\n}\n","import { isFloat32 } from './helpers'\nimport type { AttribData, TextureData, UniformData, StorageData } from '../types'\n\n/**\n * initialize\n */\nexport const createDevice = async (c: GPUCanvasContext, log = console.log) => {\n const gpu = navigator.gpu\n const format = gpu.getPreferredCanvasFormat()\n const adapter = await gpu.requestAdapter()\n const device = await adapter!.requestDevice()\n device.onuncapturederror = (e) => log(e.error.message)\n c.configure({ device, format, alphaMode: 'opaque' })\n return { device, format }\n}\n\nexport const createBindings = () => {\n let uniform = 0\n let texture = 0\n let storage = 0\n let attrib = 0\n return {\n uniform: () => {\n const group = Math.floor(uniform / 12)\n const binding = uniform % 12\n uniform++\n return { group, binding }\n },\n texture: () => {\n const baseGroup = Math.floor(uniform / 12) + 1\n const group = baseGroup + Math.floor(texture / 6)\n const binding = (texture % 6) * 2\n texture++\n return { group, binding }\n },\n storage: () => {\n const baseGroup = Math.floor(uniform / 12) + Math.floor(texture / 6) + 2\n const group = baseGroup + Math.floor(storage / 12)\n const binding = storage % 12\n storage++\n return { group, binding }\n },\n attrib: () => {\n const location = attrib\n attrib++\n return { location }\n },\n }\n}\n\n/**\n * pipeline update\n */\nconst getVertexFormat = (stride: number): GPUVertexFormat => {\n if (stride === 2) return 'float32x2'\n if (stride === 3) return 'float32x3'\n if (stride === 4) return 'float32x4'\n return 'float32'\n}\n\nexport const createVertexBuffers = (attribs: Iterable<AttribData>) => {\n const vertexBuffers: GPUBuffer[] = []\n const bufferLayouts: GPUVertexBufferLayout[] = []\n for (const { buffer, location, stride } of attribs) {\n vertexBuffers[location] = buffer\n bufferLayouts[location] = {\n arrayStride: stride * 4,\n attributes: [\n {\n shaderLocation: location,\n offset: 0,\n format: getVertexFormat(stride),\n },\n ],\n }\n }\n return { vertexBuffers, bufferLayouts }\n}\n\nexport const createBindGroup = (\n device: GPUDevice,\n uniforms: Iterable<UniformData>,\n textures: Iterable<TextureData>,\n storages: Iterable<StorageData> = []\n) => {\n const groups = new Map<number, { layouts: GPUBindGroupLayoutEntry[]; bindings: GPUBindGroupEntry[] }>()\n const ret = { bindGroups: [] as GPUBindGroup[], bindGroupLayouts: [] as GPUBindGroupLayout[] }\n const add = (i: number, layout: GPUBindGroupLayoutEntry, binding: GPUBindGroupEntry) => {\n if (!groups.has(i)) groups.set(i, { layouts: [], bindings: [] })\n const { layouts, bindings } = groups.get(i)!\n layouts.push(layout)\n bindings.push(binding)\n }\n for (const { binding, buffer, group: i } of uniforms) {\n add(i, { binding, visibility: 7, buffer: { type: 'uniform' } }, { binding, resource: { buffer } })\n }\n for (const { binding, buffer, group: i } of storages) {\n add(i, { binding, visibility: 6, buffer: { type: 'storage' } }, { binding, resource: { buffer } })\n }\n for (const { binding: b, group: i, sampler, view } of textures) {\n add(i, { binding: b, visibility: 2, sampler: {} }, { binding: b, resource: sampler })\n add(i, { binding: b + 1, visibility: 2, texture: {} }, { binding: b + 1, resource: view })\n }\n for (const [i, { layouts, bindings }] of groups) {\n ret.bindGroupLayouts[i] = device.createBindGroupLayout({ entries: layouts })\n ret.bindGroups[i] = device.createBindGroup({ layout: ret.bindGroupLayouts[i], entries: bindings })\n }\n return ret\n}\n\nexport const createPipeline = (\n device: GPUDevice,\n format: GPUTextureFormat,\n bufferLayouts: GPUVertexBufferLayout[],\n bindGroupLayouts: GPUBindGroupLayout[],\n vs: string,\n fs: string\n) => {\n return device.createRenderPipeline({\n vertex: {\n module: device.createShaderModule({ label: 'vert', code: vs.trim() }),\n entryPoint: 'main',\n buffers: bufferLayouts,\n },\n fragment: {\n module: device.createShaderModule({ label: 'frag', code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n primitive: { topology: 'triangle-list' },\n depthStencil: {\n depthWriteEnabled: true,\n depthCompare: 'less',\n format: 'depth24plus',\n },\n })\n}\n\nexport const createComputePipeline = (device: GPUDevice, bindGroupLayouts: GPUBindGroupLayout[], cs: string) => {\n return device.createComputePipeline({\n compute: {\n module: device.createShaderModule({ label: 'compute', code: cs.trim() }),\n entryPoint: 'main',\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n })\n}\n\n/**\n * buffers\n */\nconst bufferUsage = (type: 'uniform' | 'storage' | 'attrib') => {\n if (type === 'uniform') return 72 // GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n if (type === 'attrib') return 40 // GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\n return 140 // GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n}\n\nexport const createArrayBuffer = (\n device: GPUDevice,\n array: number[] | Float32Array,\n type: 'uniform' | 'storage' | 'attrib'\n) => {\n if (!isFloat32(array)) array = new Float32Array(array)\n const usage = bufferUsage(type)\n const size = type === 'uniform' ? 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1
+ {"version":3,"sources":["../src/index.ts","../src/utils/helpers.ts","../src/utils/webgl.ts","../src/utils/program.ts","../src/utils/webgpu.ts","../src/utils/pipeline.ts"],"sourcesContent":["import { durable, event } from 'reev'\nimport { createFrame, createQueue } from 'refr'\nimport { is } from './utils/helpers'\nimport { webgl } from './utils/webgl'\nimport { webgpu } from './utils/webgpu'\nimport type { EventState } from 'reev'\nimport type { GL } from './types'\nexport * from './types'\n\nexport const isGL = (a: unknown): a is EventState<GL> => {\n if (!is.obj(a)) return false\n if ('isGL' in a) return true\n return false\n}\n\nexport const isServer = () => {\n return typeof window === 'undefined'\n}\n\nexport const isWebGPUSupported = () => {\n if (isServer()) return false\n return 'gpu' in navigator\n}\n\nlet iTime = performance.now()\n\nexport const createGL = (props?: Partial<GL>) => {\n const gl = event({\n isNative: false,\n isWebGL: true,\n isError: false,\n isLoop: true,\n isDebug: false,\n isDepth: false,\n isGL: true,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n instanceCount: 1,\n particleCount: 1024,\n webgl: {},\n webgpu: {},\n loading: 0,\n error() {\n gl.isError = true\n gl.isLoop = false\n gl.clean()\n console.warn('GLRE Error:', ...arguments)\n },\n }) as EventState<GL>\n\n gl.queue = createQueue()\n gl.frame = createFrame()\n\n gl.attribute = durable((k, v, i) => gl.queue(() => gl._attribute?.(k, v, i)), gl)\n gl.instance = durable((k, v, at) => gl.queue(() => gl._instance?.(k, v, at)), gl)\n gl.storage = durable((k, v) => gl.queue(() => gl._storage?.(k, v)), gl)\n gl.uniform = durable((k, v) => gl.queue(() => gl._uniform?.(k, v)), gl)\n gl.texture = durable((k, v) => gl.queue(() => gl._texture?.(k, v)), gl)\n gl.uniform({ iResolution: gl.size, iMouse: [0, 0], iTime })\n\n gl('mount', async () => {\n if (!isWebGPUSupported()) gl.isWebGL = true\n gl.vs = gl.vs || gl.vert || gl.vertex\n gl.fs = gl.fs || gl.frag || gl.fragment\n gl.cs = gl.cs || gl.comp || gl.compute\n if (gl.isWebGL) {\n gl((await webgl(gl)) as GL)\n } else gl((await webgpu(gl)) as GL)\n if (gl.isError) return // stop if error\n gl.resize()\n gl.frame(() => {\n gl.loop()\n gl.queue.flush()\n if (gl.loading) return true // wait for textures @TODO FIX\n gl.render()\n return gl.isLoop\n })\n if (gl.isNative) return\n window.addEventListener('resize', gl.resize)\n gl.el.addEventListener('mousemove', gl.mousemove)\n })\n\n gl('clean', () => {\n gl.frame.stop()\n if (gl.isNative) return\n window.removeEventListener('resize', gl.resize)\n gl.el.removeEventListener('mousemove', gl.mousemove)\n })\n\n gl('resize', () => {\n const w = gl.width || window.innerWidth\n const h = gl.height || window.innerHeight\n gl.size[0] = gl.el.width = w\n gl.size[1] = gl.el.height = h\n gl.uniform('iResolution', gl.size)\n })\n\n gl('mousemove', (_e: any, x = _e.clientX, y = _e.clientY) => {\n const [w, h] = gl.size\n const { top, left } = gl.el.getBoundingClientRect()\n gl.mouse[0] = (x - top - w / 2) / (w / 2)\n gl.mouse[1] = -(y - left - h / 2) / (h / 2)\n gl.uniform('iMouse', gl.mouse)\n })\n\n gl('loop', () => {\n iTime = performance.now() / 1000\n gl.uniform('iTime', iTime)\n })\n\n return gl(props)\n}\n\nexport default createGL\n","export const is = {\n arr: Array.isArray,\n bol: (a: unknown): a is boolean => typeof a === 'boolean',\n str: (a: unknown): a is string => typeof a === 'string',\n num: (a: unknown): a is number => typeof a === 'number',\n int: (a: unknown): a is number => Number.isInteger(a),\n fun: (a: unknown): a is Function => typeof a === 'function',\n und: (a: unknown): a is undefined => typeof a === 'undefined',\n nul: (a: unknown): a is null => a === null,\n set: (a: unknown): a is Set<unknown> => a instanceof Set,\n map: (a: unknown): a is Map<unknown, unknown> => a instanceof Map,\n obj: (a: unknown): a is object => !!a && a.constructor.name === 'Object',\n nan: (a: unknown): a is number => typeof a === 'number' && Number.isNaN(a),\n}\n\n/**\n * each\n */\ntype EachFn<Value, Key, This> = (this: This, value: Value, key: Key) => void\ntype Eachable<Value = any, Key = any, This = any> = {\n forEach(cb: EachFn<Value, Key, This>, ctx?: This): void\n}\n\nexport const each = <Value, Key, This>(obj: Eachable<Value, Key, This>, fn: EachFn<Value, Key, This>) => obj.forEach(fn)\n\nexport const flush = <Value extends Function, Key, This>(obj: Eachable<Value, Key, This>, ...args: any[]) => {\n each(obj, (f) => f(...args))\n}\n\n/**\n * other\n */\nexport const replace = (x = '', from = '_', to = '/') => x.split(from).join(to)\nexport const ext = (src = '.pdf') => src.split('.').pop()?.toLowerCase() ?? ''\nexport const fig = (x = 0) => `${x}`.split('.')[1]?.length ?? 0\nexport const dig = (x = 0) => `${x}`.split('.')[0]?.length - (x < 0 ? 1 : 0)\nexport const sig = (value = 0, digit = -2) => {\n digit *= -1\n digit = Math.pow(10, digit)\n value *= digit\n value = Math.round(value)\n value /= digit\n return value\n}\n\nexport const isFloat32 = (value: unknown): value is Float32Array => {\n return value instanceof Float32Array\n}\n\nconst loadingImage = (src: string, fun: (source: HTMLImageElement) => void) => {\n const source = new Image()\n Object.assign(source, { src, crossOrigin: 'anonymous' })\n source.decode().then(() => fun(source))\n}\n\nconst loadingVideo = (src: string, fun: (source: HTMLVideoElement) => void) => {\n const source = document.createElement('video')\n source.crossOrigin = 'anonymous'\n source.muted = true\n source.loop = true\n source.src = src\n source.load()\n source.play()\n source.addEventListener('canplay', fun.bind(null, source), { once: true })\n}\n\nexport function loadingTexture(src: string, fun: (source: HTMLVideoElement, isVideo: true) => void): void\n\nexport function loadingTexture(src: string, fun: (source: HTMLImageElement, isVideo: false) => void): void\n\nexport function loadingTexture(src: string | HTMLImageElement | HTMLVideoElement, fun: Function) {\n if (!is.str(src)) return fun(src, src instanceof HTMLVideoElement)\n const isVideo = /\\.(mp4|webm|ogg|avi|mov)$/i.test(src)\n const loader = isVideo ? loadingVideo : loadingImage\n loader(src, (el: HTMLImageElement | HTMLVideoElement) => {\n fun(el as HTMLVideoElement, isVideo)\n })\n}\nconst isValidStride = (stride: number) => [1, 2, 3, 4, 9, 16].includes(stride)\n\nconst calcStride = (arrayLength: number, count = 3) => {\n if (arrayLength % count === 0) return Math.floor(arrayLength / count)\n return -1\n}\n\nexport const getStride = (arrayLength: number, count = 1, error = console.warn) => {\n const ret = calcStride(arrayLength, count)\n if (!isValidStride(ret))\n error(\n `glre attribute error: Invalid attribute length ${arrayLength}. Must divide by vertex count (${count}) with valid stride (1,2,3,4,9,16)`\n )\n return ret\n}\n\nexport const GLSL_FS = /* cpp */ `\n#version 300 es\nprecision mediump float;\nout vec4 fragColor;\nuniform vec2 iResolution;\nvoid main() {\n fragColor = vec4(fract((gl_FragCoord.xy / iResolution)), 0.0, 1.0);\n}\n`\n\nexport const GLSL_VS = /* cpp */ `\n#version 300 es\nvoid main() {\n float x = float(gl_VertexID % 2) * 4.0 - 1.0;\n float y = float(gl_VertexID / 2) * 4.0 - 1.0;\n gl_Position = vec4(x, y, 0.0, 1.0);\n}`\n\nexport const WGSL_VS = /* rust */ `\nstruct In { @builtin(vertex_index) vertex_index: u32 }\nstruct Out { @builtin(position) position: vec4f }\n@vertex\nfn main(in: In) -> Out {\n var out: Out;\n var x = f32(in.vertex_index % 2) * 4.0 - 1.0;\n var y = f32(in.vertex_index / 2) * 4.0 - 1.0;\n out.position = vec4f(x, y, 0.0, 1.0);\n return out;\n}\n`.trim()\n\nexport const WGSL_FS = /* rust */ `\nstruct Out { @builtin(position) position: vec4f }\n@group(0) @binding(0) var<uniform> iResolution: vec2f;\n@fragment\nfn main(out: Out) -> @location(0) vec4f {\n return vec4f(fract((out.position.xy / iResolution)), 0.0, 1.0);\n}\n`\n","import { nested as cached } from 'reev'\nimport { is, getStride, GLSL_VS, GLSL_FS, loadingTexture } from './helpers'\nimport {\n createArrayBuffer,\n cleanStorage,\n createAttachment,\n createProgram,\n createStorage,\n createTexture,\n setArrayBuffer,\n storageSize,\n updateAttrib,\n updateInstance,\n updateUniform,\n} from './program'\nimport type { GL, WebGLState } from '../types'\n\nconst computeProgram = (gl: GL, c: WebGL2RenderingContext) => {\n if (!gl.cs) return null // ignore if no compute shader\n c.getExtension('EXT_color_buffer_float')\n\n let activeUnit = 0 // for texture units\n let currentNum = 0 // for storage buffers\n\n const units = cached(() => activeUnit++)\n const cs = is.str(gl.cs) ? gl.cs : gl.cs!.compute({ isWebGL: true, gl, units })\n const pg = createProgram(c, cs, GLSL_VS, gl)!\n const size = storageSize(gl.particleCount)\n\n const uniforms = cached((key) => c.getUniformLocation(pg, key)!)\n const storages = cached((key) => {\n const array = new Float32Array(size.x * size.y * 4) // RGBA texture data\n const ping = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n const pong = { texture: c.createTexture(), buffer: c.createFramebuffer() }\n return { ping, pong, array, loc: uniforms(key), unit: units(key) }\n })\n\n const _uniform = (key: string, value: number | number[]) => {\n c.useProgram(pg)\n updateUniform(c, uniforms(key), value)\n }\n\n const _storage = (key: string, value: number[]) => {\n const { ping, pong, unit, array } = storages(key)\n createStorage(c, value, size.x, size.y, ping, pong, unit, array)\n }\n\n const clean = () => {\n c.deleteProgram(pg)\n cleanStorage(c, storages.map.values())\n }\n\n const render = () => {\n c.useProgram(pg)\n const attachments = storages.map.values().map(({ ping, pong, loc, unit }, index) => {\n const [i, o] = currentNum % 2 ? [ping, pong] : [pong, ping]\n return createAttachment(c, i, o, loc, unit, index)\n })\n c.drawBuffers(attachments)\n c.drawArrays(c.TRIANGLES, 0, 3)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n currentNum++\n }\n\n return { render, clean, _uniform, _storage, storages }\n}\n\nexport const webgl = async (gl: GL) => {\n const config = { isWebGL: true, gl }\n const c = gl.el!.getContext('webgl2')!\n const cp = computeProgram(gl, c)\n const fs = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs!.fragment(config)) : GLSL_FS\n const vs = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs!.vertex(config)) : GLSL_VS\n const pg = createProgram(c, fs, vs, gl)!\n c.useProgram(pg)\n\n let activeUnit = 0 // for texture units\n\n const units = cached(() => activeUnit++)\n const uniforms = cached((key) => c.getUniformLocation(pg, key))\n\n const attribs = cached((key, value: number[], isInstance = false) => {\n const stride = getStride(value.length, isInstance ? gl.instanceCount : gl.count, gl.error)\n const location = c.getAttribLocation(pg, key)\n const { array, buffer } = createArrayBuffer(c, value)\n return { array, buffer, location, stride }\n })\n\n const _attribute = (key = '', value: number[]) => {\n const { array, buffer, location, stride } = attribs(key, value)\n setArrayBuffer(c, array, buffer, value)\n updateAttrib(c, location, stride, buffer)\n }\n\n const _instance = (key: string, value: number[]) => {\n const { array, buffer, location, stride } = attribs(key, value, true)\n setArrayBuffer(c, array, buffer, value)\n updateInstance(c, location, stride, buffer)\n }\n\n const _uniform = (key: string, value: number | number[]) => {\n c.useProgram(pg)\n updateUniform(c, uniforms(key)!, value)\n cp?._uniform(key, value)\n }\n\n const _texture = (key: string, src: string) => {\n gl.loading++\n c.useProgram(pg)\n loadingTexture(src, (source, isVideo) => {\n const unit = units(key)\n const loop = createTexture(c, source, uniforms(key)!, unit, isVideo)\n if (loop) gl({ loop })\n gl.loading--\n })\n }\n\n const clean = () => {\n cp?.clean()\n c.deleteProgram(pg)\n c.getExtension('WEBGL_lose_context')?.loseContext()\n }\n\n const render = () => {\n cp?.render()\n c.useProgram(pg)\n c.viewport(0, 0, ...gl.size)\n if (gl.instanceCount > 1) {\n c.drawArraysInstanced(c.TRIANGLES, 0, gl.count, gl.instanceCount)\n } else c.drawArrays(c.TRIANGLES, 0, gl.count)\n c.bindFramebuffer(c.FRAMEBUFFER, null)\n }\n\n if (gl.isDepth) {\n c.depthFunc(c.LEQUAL)\n c.enable(c.CULL_FACE)\n }\n\n const webgl: WebGLState = { context: c, program: pg, storages: cp?.storages }\n\n return { webgl, render, clean, _attribute, _instance, _uniform, _texture, _storage: cp?._storage }\n}\n","import { is } from './helpers'\nimport type { GL } from '../types'\n\nconst createShader = (c: WebGL2RenderingContext, source: string, type: number, onError = console.warn) => {\n const shader = c.createShader(type)\n if (!shader) return onError('Failed to create shader')\n c.shaderSource(shader, source.trim())\n c.compileShader(shader)\n if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader\n const error = c.getShaderInfoLog(shader)\n c.deleteShader(shader)\n onError(`Could not compile shader: ${error}\\n\\n↓↓↓generated↓↓↓\\n${source}`)\n}\n\nexport const createProgram = (c: WebGL2RenderingContext, frag: string, vert: string, gl: GL) => {\n const pg = c.createProgram()\n const fs = createShader(c, frag, c.FRAGMENT_SHADER, gl.error)\n const vs = createShader(c, vert, c.VERTEX_SHADER, gl.error)\n if (!fs || !vs) return\n c.attachShader(pg, fs!)\n c.attachShader(pg, vs!)\n c.linkProgram(pg)\n if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg\n const error = c.getProgramInfoLog(pg)\n c.deleteProgram(pg)\n gl.error(`Could not link program: ${error}`)\n}\n\nexport const createArrayBuffer = (c: WebGL2RenderingContext, data: number[]) => {\n const array = new Float32Array(data)\n const buffer = c.createBuffer()\n return { array, buffer }\n}\n\nexport const setArrayBuffer = (\n c: WebGL2RenderingContext,\n array: Float32Array,\n buffer: WebGLBuffer,\n value: number[]\n) => {\n array.set(value)\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, array, c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n}\n\nexport const updateAttrib = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n}\n\nexport const updateInstance = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n c.vertexAttribDivisor(loc, 1) // divisor is 1\n}\n\nexport const updateUniform = (c: WebGL2RenderingContext, loc: WebGLUniformLocation, value: number | number[]) => {\n if (is.num(value)) return c.uniform1f(loc, value)\n let l = value.length\n if (l <= 4) return c[`uniform${l as 2}fv`](loc, value)\n l = Math.sqrt(l) << 0\n c[`uniformMatrix${l as 2}fv`](loc, false, value)\n}\n\nexport const createTexture = (\n c: WebGL2RenderingContext,\n el: HTMLImageElement | HTMLVideoElement,\n loc: WebGLUniformLocation,\n unit: number,\n isVideo = false\n) => {\n const texture = c.createTexture()\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el)\n if (!isVideo) c.generateMipmap(c.TEXTURE_2D)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.LINEAR)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, null)\n c.uniform1i(loc, unit)\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n if (isVideo)\n return () => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA, c.RGBA, c.UNSIGNED_BYTE, el)\n }\n}\n\n/**\n * for gpgpu\n */\ninterface TextureBuffer {\n texture: WebGLTexture\n buffer: WebGLFramebuffer\n}\n\nexport const createStorage = (\n c: WebGL2RenderingContext,\n value: number[],\n width: number,\n height: number,\n ping: TextureBuffer,\n pong: TextureBuffer,\n unit: number,\n array: Float32Array\n) => {\n const particleCount = width * height\n const vectorSize = value.length / particleCount\n for (let i = 0; i < particleCount; i++) {\n for (let j = 0; j < Math.min(vectorSize, 4); j++) {\n array[4 * i + j] = value[i * vectorSize + j] || 0\n }\n }\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, ping.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n c.bindTexture(c.TEXTURE_2D, pong.texture)\n c.texImage2D(c.TEXTURE_2D, 0, c.RGBA32F, width, height, 0, c.RGBA, c.FLOAT, array)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MIN_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_MAG_FILTER, c.NEAREST)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_S, c.CLAMP_TO_EDGE)\n c.texParameteri(c.TEXTURE_2D, c.TEXTURE_WRAP_T, c.CLAMP_TO_EDGE)\n}\n\nexport const cleanStorage = (\n c: WebGL2RenderingContext,\n map: Iterable<{ ping: TextureBuffer; pong: TextureBuffer }>\n) => {\n for (const { ping, pong } of map) {\n c.deleteTexture(ping.texture)\n c.deleteTexture(pong.texture)\n c.deleteFramebuffer(ping.buffer)\n c.deleteFramebuffer(pong.buffer)\n }\n}\n\nexport const createAttachment = (\n c: WebGL2RenderingContext,\n i: TextureBuffer,\n o: TextureBuffer,\n loc: WebGLUniformLocation,\n unit: number,\n index: number\n) => {\n c.activeTexture(c.TEXTURE0 + unit)\n c.bindTexture(c.TEXTURE_2D, i.texture)\n c.uniform1i(loc, unit)\n if (index === 0) c.bindFramebuffer(c.FRAMEBUFFER, o.buffer)\n const attachment = c.COLOR_ATTACHMENT0 + index\n c.framebufferTexture2D(c.FRAMEBUFFER, attachment, c.TEXTURE_2D, o.texture, 0)\n return attachment\n}\n\n/**\n * utils\n */\nexport const storageSize = (particleCount: number | number[] = 1024) => {\n if (is.num(particleCount)) {\n const sqrt = Math.sqrt(particleCount)\n const size = Math.ceil(sqrt)\n if (!Number.isInteger(sqrt)) {\n console.warn(\n `GLRE Storage Warning: particleCount (${particleCount}) is not a square. Using ${size}x${size} texture may waste GPU memory. Consider using [width, height] format for optimal storage.`\n )\n }\n return { x: size, y: size }\n }\n const [x, y, z] = particleCount\n if (z !== undefined) {\n const yz = y * z\n console.warn(\n `GLRE Storage Warning: 3D particleCount [${x}, ${y}, ${z}] specified but WebGL storage textures only support 2D. Flattening to 2D by multiplying height=${y} * depth=${z} = ${yz}.`\n )\n return { x, y: yz }\n }\n return { x, y }\n}\n","import { nested as cached } from 'reev'\nimport { is, getStride, WGSL_FS, WGSL_VS, loadingTexture } from './helpers'\nimport {\n createArrayBuffer,\n createBindGroup,\n createBindings,\n createComputePipeline,\n createDepthTexture,\n createDescriptor,\n createDevice,\n createPipeline,\n createTextureSampler,\n createVertexBuffers,\n workgroupCount,\n} from './pipeline'\nimport type { GL, WebGPUState } from '../types'\n\nconst computeProgram = (gl: GL, device: GPUDevice, bindings: any) => {\n let flush = (_pass: GPUComputePassEncoder) => {}\n\n const storages = cached((_key, value: number[] | Float32Array) => {\n const { array, buffer } = createArrayBuffer(device, value, 'storage')\n const { binding, group } = bindings.storage()\n return { array, buffer, binding, group }\n })\n\n const _storage = (key: string, value: number[] | Float32Array) => {\n const { array, buffer } = storages(key, value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const update = (bindGroups: GPUBindGroup[], bindGroupLayouts: GPUBindGroupLayout[], comp: string) => {\n const pipeline = createComputePipeline(device, bindGroupLayouts, comp!)\n flush = (pass) => {\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n const { x, y, z } = workgroupCount(gl.particleCount)\n pass.dispatchWorkgroups(x, y, z)\n pass.end()\n }\n }\n\n const render = (pass: GPUComputePassEncoder) => {\n flush(pass)\n }\n\n const clean = () => {\n for (const { buffer } of storages.map.values()) buffer.destroy()\n }\n\n return { storages, _storage, update, render, clean }\n}\n\nexport const webgpu = async (gl: GL) => {\n const context = gl.el!.getContext('webgpu') as GPUCanvasContext\n const { device, format } = await createDevice(context, gl.error)\n const bindings = createBindings()\n const cp = computeProgram(gl, device, bindings)\n let frag: string\n let comp: string\n let vert: string\n let flush = (_pass: GPURenderPassEncoder) => {}\n let needsUpdate = true\n let depthTexture: GPUTexture\n\n const attribs = cached((_key, value: number[], isInstance = false) => {\n needsUpdate = true\n const stride = getStride(value.length, isInstance ? gl.instanceCount : gl.count)\n const { location } = bindings.attrib()\n const { array, buffer } = createArrayBuffer(device, value, 'attrib')\n return { array, buffer, location, stride, isInstance }\n })\n\n const uniforms = cached((_key, value: number[]) => {\n needsUpdate = true\n const { binding, group } = bindings.uniform()\n const { array, buffer } = createArrayBuffer(device, value, 'uniform')\n return { array, buffer, binding, group }\n })\n\n const textures = cached((_key, width = 0, height = 0) => {\n needsUpdate = true\n const { binding, group } = bindings.texture()\n const { texture, sampler } = createTextureSampler(device, width, height)\n return { texture, sampler, binding, group, view: texture.createView() }\n })\n\n const _attribute = (key = '', value: number[]) => {\n const { array, buffer } = attribs(key, value)\n array.set(value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const _instance = (key: string, value: number[]) => {\n const { array, buffer } = attribs(key, value, true)\n array.set(value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const _uniform = (key: string, value: number | number[]) => {\n if (is.num(value)) value = [value]\n const { array, buffer } = uniforms(key, value)\n array.set(value)\n device.queue.writeBuffer(buffer, 0, array as any)\n }\n\n const _texture = (key: string, src: string) => {\n gl.loading++\n loadingTexture(src, (source, isVideo) => {\n const [width, height] = isVideo\n ? [source.videoWidth, source.videoHeight]\n : [source.width, source.height]\n const { texture } = textures(key, width, height)\n const loop = () => {\n device.queue.copyExternalImageToTexture({ source }, { texture }, { width, height })\n }\n loop()\n if (isVideo) gl({ loop })\n gl.loading--\n })\n }\n\n const update = () => {\n const { vertexBuffers, bufferLayouts } = createVertexBuffers(attribs.map.values())\n const { bindGroups, bindGroupLayouts } = createBindGroup(\n device,\n uniforms.map.values(),\n textures.map.values(),\n cp.storages.map.values()\n )\n const pipeline = createPipeline(device, format, bufferLayouts, bindGroupLayouts, vert, frag)\n flush = (pass) => {\n pass.setPipeline(pipeline)\n bindGroups.forEach((v, i) => pass.setBindGroup(i, v))\n vertexBuffers.forEach((v, i) => pass.setVertexBuffer(i, v))\n pass.draw(gl.count, gl.instanceCount, 0, 0)\n pass.end()\n }\n if (gl.cs) cp.update(bindGroups, bindGroupLayouts, comp)\n }\n\n const render = () => {\n if (!frag || !vert) {\n const config = { isWebGL: false, gl }\n frag = gl.fs ? (is.str(gl.fs) ? gl.fs : gl.fs.fragment(config)) : WGSL_FS\n vert = gl.vs ? (is.str(gl.vs) ? gl.vs : gl.vs.vertex(config)) : WGSL_VS\n comp = gl.cs ? (is.str(gl.cs) ? gl.cs : gl.cs.compute(config)) : ''\n }\n if (gl.loading) return // MEMO: loading after build node\n if (needsUpdate) update()\n needsUpdate = false\n const encoder = device.createCommandEncoder()\n if (gl.cs) cp.render(encoder.beginComputePass())\n flush(encoder.beginRenderPass(createDescriptor(context, depthTexture)))\n device.queue.submit([encoder.finish()])\n }\n\n const resize = () => {\n const canvas = gl.el as HTMLCanvasElement\n depthTexture?.destroy()\n depthTexture = createDepthTexture(device, canvas.width, canvas.height)\n }\n\n const clean = () => {\n device.destroy()\n depthTexture?.destroy()\n for (const { texture } of textures.map.values()) texture.destroy()\n for (const { buffer } of uniforms.map.values()) buffer.destroy()\n for (const { buffer } of attribs.map.values()) buffer.destroy()\n cp.clean()\n }\n\n resize()\n\n const webgpu = { device, uniforms, textures, attribs, storages: cp.storages } as WebGPUState\n\n return { webgpu, render, resize, clean, _attribute, _instance, _uniform, _texture, _storage: cp._storage }\n}\n","import { is, isFloat32 } from './helpers'\nimport type { AttribData, TextureData, UniformData, StorageData } from '../types'\n\n/**\n * initialize\n */\nexport const createDevice = async (c: GPUCanvasContext, log = console.log) => {\n const gpu = navigator.gpu\n const format = gpu.getPreferredCanvasFormat()\n const adapter = await gpu.requestAdapter()\n const device = await adapter!.requestDevice()\n device.onuncapturederror = (e) => log(e.error.message)\n c.configure({ device, format, alphaMode: 'opaque' })\n return { device, format }\n}\n\nexport const createBindings = () => {\n let uniform = 0\n let texture = 0\n let storage = 0\n let attrib = 0\n return {\n uniform: () => {\n const group = Math.floor(uniform / 12)\n const binding = uniform % 12\n uniform++\n return { group, binding }\n },\n texture: () => {\n const baseGroup = Math.floor(uniform / 12) + 1\n const group = baseGroup + Math.floor(texture / 6)\n const binding = (texture % 6) * 2\n texture++\n return { group, binding }\n },\n storage: () => {\n const baseGroup = Math.floor(uniform / 12) + Math.floor(texture / 6) + 2\n const group = baseGroup + Math.floor(storage / 12)\n const binding = storage % 12\n storage++\n return { group, binding }\n },\n attrib: () => {\n const location = attrib\n attrib++\n return { location }\n },\n }\n}\n\n/**\n * pipeline update\n */\nconst getVertexFormat = (stride: number): GPUVertexFormat => {\n if (stride === 2) return 'float32x2'\n if (stride === 3) return 'float32x3'\n if (stride === 4) return 'float32x4'\n return 'float32'\n}\n\nexport const createVertexBuffers = (attribs: Iterable<AttribData & { isInstance?: boolean }>) => {\n const vertexBuffers: GPUBuffer[] = []\n const bufferLayouts: GPUVertexBufferLayout[] = []\n for (const { buffer, location, stride, isInstance } of attribs) {\n vertexBuffers[location] = buffer\n const componentSize = Math.min(Math.max(Math.floor(stride), 1), 4)\n const arrayStride = Math.max(4, Math.ceil((componentSize * 4) / 4) * 4)\n bufferLayouts[location] = {\n arrayStride,\n stepMode: isInstance ? 'instance' : 'vertex',\n attributes: [\n {\n shaderLocation: location,\n offset: 0,\n format: getVertexFormat(componentSize),\n },\n ],\n }\n }\n return { vertexBuffers, bufferLayouts }\n}\n\nexport const createBindGroup = (\n device: GPUDevice,\n uniforms: Iterable<UniformData>,\n textures: Iterable<TextureData>,\n storages: Iterable<StorageData> = []\n) => {\n const groups = new Map<number, { layouts: GPUBindGroupLayoutEntry[]; bindings: GPUBindGroupEntry[] }>()\n const ret = { bindGroups: [] as GPUBindGroup[], bindGroupLayouts: [] as GPUBindGroupLayout[] }\n const add = (i: number, layout: GPUBindGroupLayoutEntry, binding: GPUBindGroupEntry) => {\n if (!groups.has(i)) groups.set(i, { layouts: [], bindings: [] })\n const { layouts, bindings } = groups.get(i)!\n layouts.push(layout)\n bindings.push(binding)\n }\n for (const { binding, buffer, group: i } of uniforms) {\n add(i, { binding, visibility: 7, buffer: { type: 'uniform' } }, { binding, resource: { buffer } })\n }\n for (const { binding, buffer, group: i } of storages) {\n add(i, { binding, visibility: 6, buffer: { type: 'storage' } }, { binding, resource: { buffer } })\n }\n for (const { binding: b, group: i, sampler, view } of textures) {\n add(i, { binding: b, visibility: 2, sampler: {} }, { binding: b, resource: sampler })\n add(i, { binding: b + 1, visibility: 2, texture: {} }, { binding: b + 1, resource: view })\n }\n for (const [i, { layouts, bindings }] of groups) {\n ret.bindGroupLayouts[i] = device.createBindGroupLayout({ entries: layouts })\n ret.bindGroups[i] = device.createBindGroup({ layout: ret.bindGroupLayouts[i], entries: bindings })\n }\n return ret\n}\n\nexport const createPipeline = (\n device: GPUDevice,\n format: GPUTextureFormat,\n bufferLayouts: GPUVertexBufferLayout[],\n bindGroupLayouts: GPUBindGroupLayout[],\n vs: string,\n fs: string\n) => {\n return device.createRenderPipeline({\n vertex: {\n module: device.createShaderModule({ label: 'vert', code: vs.trim() }),\n entryPoint: 'main',\n buffers: bufferLayouts,\n },\n fragment: {\n module: device.createShaderModule({ label: 'frag', code: fs.trim() }),\n entryPoint: 'main',\n targets: [{ format }],\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n primitive: { topology: 'triangle-list' },\n depthStencil: {\n depthWriteEnabled: true,\n depthCompare: 'less',\n format: 'depth24plus',\n },\n })\n}\n\nexport const createComputePipeline = (device: GPUDevice, bindGroupLayouts: GPUBindGroupLayout[], cs: string) => {\n return device.createComputePipeline({\n compute: {\n module: device.createShaderModule({ label: 'compute', code: cs.trim() }),\n entryPoint: 'main',\n },\n layout: device.createPipelineLayout({ bindGroupLayouts }),\n })\n}\n\n/**\n * buffers\n */\nconst bufferUsage = (type: 'uniform' | 'storage' | 'attrib') => {\n if (type === 'uniform') return 72 // GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST\n if (type === 'attrib') return 40 // GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\n return 140 // GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC | GPUBufferUsage.COPY_DST\n}\n\nexport const createArrayBuffer = (\n device: GPUDevice,\n array: number[] | Float32Array,\n type: 'uniform' | 'storage' | 'attrib'\n) => {\n if (!isFloat32(array)) array = new Float32Array(array)\n const usage = bufferUsage(type)\n const size = type === 'uniform' ? Math.ceil(array.byteLength / 256) * 256 : array.byteLength\n const buffer = device.createBuffer({ size, usage })\n return { array, buffer }\n}\n\nexport const createDescriptor = (c: GPUCanvasContext, depthTexture: GPUTexture) => {\n return {\n colorAttachments: [\n {\n view: c.getCurrentTexture().createView(),\n clearValue: { r: 0, g: 0, b: 0, a: 1 },\n loadOp: 'clear' as GPULoadOp,\n storeOp: 'store' as GPUStoreOp,\n },\n ],\n depthStencilAttachment: {\n view: depthTexture.createView(),\n depthClearValue: 1.0,\n depthLoadOp: 'clear' as GPULoadOp,\n depthStoreOp: 'store' as GPUStoreOp,\n },\n } as GPURenderPassDescriptor\n}\n\n/**\n * textures\n */\nexport const createTextureSampler = (device: GPUDevice, width = 1280, height = 800) => {\n const texture = device.createTexture({ size: [width, height], format: 'rgba8unorm', usage: 22 }) // 22 is GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT\n const sampler = device.createSampler({ magFilter: 'linear', minFilter: 'linear' })\n return { texture, sampler }\n}\n\nexport const createDepthTexture = (device: GPUDevice, width: number, height: number) => {\n return device.createTexture({\n size: [width, height],\n format: 'depth24plus',\n usage: GPUTextureUsage.RENDER_ATTACHMENT,\n })\n}\n\n/**\n * utils\n */\nexport const workgroupCount = (particleCount: number | number[], workgroupSize = 32) => {\n if (is.num(particleCount)) particleCount = [particleCount]\n const [x, y = 1, z = 1] = particleCount\n return {\n x: Math.min((x * y * z) / workgroupSize, 65535),\n y: 1,\n z: 1,\n 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package/dist/native.d.ts CHANGED
@@ -3,7 +3,7 @@ import { EventState, Nested } from 'reev';
3
3
  import * as refr from 'refr';
4
4
  import { Queue, Frame } from 'refr';
5
5
 
6
- declare const CONVERSIONS: readonly ["toBool", "toUint", "toInt", "toFloat", "toBvec2", "toIvec2", "toUvec2", "toVec2", "toBvec3", "toIvec3", "toUvec3", "toVec3", "toBvec4", "toIvec4", "toUvec4", "toVec4", "toColor", "toMat2", "toMat3", "toMat4"];
6
+ declare const CONVERSIONS: readonly ["toBool", "toUInt", "toInt", "toFloat", "toBVec2", "toIVec2", "toUVec2", "toVec2", "toBVec3", "toIVec3", "toUVec3", "toVec3", "toBVec4", "toIVec4", "toUVec4", "toVec4", "toColor", "toMat2", "toMat3", "toMat4"];
7
7
  declare const TYPE_MAPPING: {
8
8
  readonly bool: "bool";
9
9
  readonly uint: "u32";
@@ -68,7 +68,7 @@ declare const OPERATOR_TYPE_RULES: readonly [readonly ["float", "vec2", "vec2"],
68
68
  * 1.2. index.ts functions and
69
69
  * 3.2. types.ts _N
70
70
  */
71
- declare const FUNCTIONS: readonly [...("texture" | "all" | "any" | "determinant" | "distance" | "dot" | "length" | "lengthSq" | "luminance" | "cross" | "cubeTexture" | "texelFetch" | "textureLod")[], "abs", "acos", "acosh", "asin", "asinh", "atan", "atanh", "ceil", "cos", "cosh", "dFdx", "dFdy", "degrees", "exp", "exp2", "floor", "fract", "fwidth", "inverseSqrt", "log", "log2", "negate", "normalize", "oneMinus", "radians", "reciprocal", "round", "saturate", "sign", "sin", "sinh", "sqrt", "tan", "tanh", "trunc", "atan2", "clamp", "max", "min", "mix", "pow", "reflect", "refract", "smoothstep", "step"];
71
+ declare const FUNCTIONS: readonly [...("texture" | "all" | "any" | "determinant" | "distance" | "dot" | "length" | "lengthSq" | "luminance" | "cross" | "cubeTexture" | "texelFetch" | "textureLod")[], "abs", "acos", "acosh", "asin", "asinh", "atan", "atanh", "ceil", "cos", "cosh", "dFdx", "dFdy", "degrees", "exp", "exp2", "floor", "fract", "fwidth", "inverse", "inverseSqrt", "log", "log2", "negate", "normalize", "oneMinus", "radians", "reciprocal", "round", "sign", "sin", "sinh", "sqrt", "tan", "tanh", "trunc", "saturate", "atan2", "clamp", "max", "min", "mix", "pow", "reflect", "refract", "smoothstep", "step"];
72
72
 
73
73
  type Constants = (typeof CONSTANTS)[number] | 'void';
74
74
  type Conversions = (typeof CONVERSIONS)[number];
@@ -82,14 +82,14 @@ interface FnLayout {
82
82
  type: C | 'auto';
83
83
  inputs?: Array<{
84
84
  name: string;
85
- type: C;
85
+ type: C | 'auto';
86
86
  }>;
87
87
  }
88
88
  type StructFields = Record<string, X>;
89
89
  /**
90
90
  * node
91
91
  */
92
- type NodeTypes = 'attribute' | 'storage' | 'uniform' | 'constant' | 'variable' | 'varying' | 'ternary' | 'builtin' | 'conversion' | 'operator' | 'function' | 'struct' | 'member' | 'element' | 'gather' | 'scatter' | 'scope' | 'assign' | 'loop' | 'define' | 'if' | 'switch' | 'declare' | 'return' | 'break' | 'continue';
92
+ type NodeTypes = 'attribute' | 'instance' | 'storage' | 'uniform' | 'constant' | 'variable' | 'varying' | 'ternary' | 'builtin' | 'conversion' | 'operator' | 'function' | 'struct' | 'member' | 'element' | 'gather' | 'scatter' | 'scope' | 'assign' | 'loop' | 'define' | 'if' | 'switch' | 'declare' | 'return' | 'break' | 'continue';
93
93
  interface NodeProps {
94
94
  id?: string;
95
95
  args?: any[];
@@ -155,7 +155,7 @@ type Color = XImpl<'color'>;
155
155
  type Mat2 = XImpl<'mat2'>;
156
156
  type Mat3 = XImpl<'mat3'>;
157
157
  type Mat4 = XImpl<'mat4'>;
158
- type Texture = XImpl<'texture'>;
158
+ type Texture$1 = XImpl<'texture'>;
159
159
  type Sampler2D = XImpl<'sampler2D'>;
160
160
  type StructBase = XImpl<'struct'>;
161
161
  interface ConstantsToType {
@@ -180,7 +180,7 @@ interface ConstantsToType {
180
180
  mat2: Mat2;
181
181
  mat3: Mat3;
182
182
  mat4: Mat4;
183
- texture: Texture;
183
+ texture: Texture$1;
184
184
  sampler2D: Sampler2D;
185
185
  struct: StructBase;
186
186
  }
@@ -194,10 +194,11 @@ type XImpl<T extends C> = _X<T> & {
194
194
  };
195
195
  type C = Constants;
196
196
  type X<T extends C = C> = T extends keyof ConstantsToType ? ConstantsToType[T] : _X<T>;
197
- type Methods = Functions | Operators | Conversions | Swizzles | '__nodeType' | 'type' | 'props' | 'isProxy' | 'assign' | 'toVar' | 'toString' | 'element';
197
+ type Methods = Functions | Operators | Conversions | Swizzles | '__nodeType' | 'type' | 'props' | 'isProxy' | 'assign' | 'toVar' | 'toString' | 'element' | 'select';
198
198
  interface _X<T extends C> {
199
199
  readonly __nodeType?: T;
200
200
  assign(x: any): X<T>;
201
+ select(x: number | X<T>, y: X<'bool'>): X<T>;
201
202
  fragment(c: NodeContext): string;
202
203
  toVar(name?: string): X<T>;
203
204
  toString(c?: NodeContext): string;
@@ -241,20 +242,20 @@ interface _X<T extends C> {
241
242
  shiftLeftAssign<U extends C>(x: ValidateOperator<T, U> extends 0 ? never : number | X<U>): X<T>;
242
243
  shiftRightAssign<U extends C>(x: ValidateOperator<T, U> extends 0 ? never : number | X<U>): X<T>;
243
244
  toBool(): Bool;
244
- toUint(): UInt;
245
+ toUInt(): UInt;
245
246
  toInt(): Int;
246
247
  toFloat(): Float;
247
- toBvec2(): BVec2;
248
- toIvec2(): IVec2;
249
- toUvec2(): UVec2;
248
+ toBVec2(): BVec2;
249
+ toIVec2(): IVec2;
250
+ toUVec2(): UVec2;
250
251
  toVec2(): Vec2;
251
- toBvec3(): BVec3;
252
- toIvec3(): IVec3;
253
- toUvec3(): UVec3;
252
+ toBVec3(): BVec3;
253
+ toIVec3(): IVec3;
254
+ toUVec3(): UVec3;
254
255
  toVec3(): Vec3;
255
- toBvec4(): BVec4;
256
- toIvec4(): IVec4;
257
- toUvec4(): UVec4;
256
+ toBVec4(): BVec4;
257
+ toIVec4(): IVec4;
258
+ toUVec4(): UVec4;
258
259
  toVec4(): Vec4;
259
260
  toColor(): Color;
260
261
  toMat2(): Mat2;
@@ -338,14 +339,17 @@ type GL = EventState<{
338
339
  isWebGL: boolean;
339
340
  isError: boolean;
340
341
  isLoop: boolean;
342
+ isDebug: boolean;
343
+ isDepth: boolean;
341
344
  isGL: true;
342
345
  width?: number;
343
346
  height?: number;
344
347
  size: [number, number];
345
348
  mouse: [number, number];
346
349
  count: number;
350
+ instanceCount: number;
351
+ particleCount: number | [number, number] | [number, number, number];
347
352
  loading: number;
348
- particles: 64 | 256 | 576 | 1024 | 1600 | 2304 | 3136 | 4096 | 4096 | 5184 | 6400;
349
353
  el: HTMLCanvasElement;
350
354
  vs?: string | Vec4;
351
355
  cs?: string | Void;
@@ -372,7 +376,7 @@ type GL = EventState<{
372
376
  error(e?: string): void;
373
377
  render(): void;
374
378
  resize(e?: Event): void;
375
- mousemove(e: Event): void;
379
+ mousemove(e: MouseEvent): void;
376
380
  loop(): void;
377
381
  /**
378
382
  * setter
@@ -382,16 +386,21 @@ type GL = EventState<{
382
386
  uniform(target: {
383
387
  [key: string]: Uniform;
384
388
  }): GL;
385
- _texture?(key: string, value: string): GL;
386
- texture(key: string, value: string): GL;
389
+ _texture?(key: string, value: Texture): GL;
390
+ texture(key: string, value: Texture): GL;
387
391
  texture(target: {
388
- [key: string]: string;
392
+ [key: string]: Texture;
389
393
  }): GL;
390
394
  _attribute?(key: string, value: Attribute, iboValue?: Attribute): GL;
391
395
  attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
392
396
  attribute(target: {
393
397
  [key: string]: Attribute;
394
398
  }): GL;
399
+ _instance?(key: string, value: Attribute, at?: number): GL;
400
+ instance(key: string, value: Attribute, at?: number): GL;
401
+ instance(target: {
402
+ [key: string]: Attribute;
403
+ }): GL;
395
404
  _storage?(key: string, value: Storage): GL;
396
405
  storage(key: string, value: Storage): GL;
397
406
  storage(target: {
@@ -399,6 +408,7 @@ type GL = EventState<{
399
408
  }): GL;
400
409
  }>;
401
410
  type Uniform = number | number[] | Float32Array;
411
+ type Texture = string | HTMLImageElement | HTMLVideoElement;
402
412
  type Attribute = number[] | Float32Array;
403
413
  type Storage = number[] | Float32Array;
404
414
  /**
@@ -422,6 +432,7 @@ interface AttribData {
422
432
  buffer: GPUBuffer;
423
433
  location: number;
424
434
  stride: number;
435
+ isInstance?: boolean;
425
436
  }
426
437
  interface StorageData {
427
438
  array: Float32Array;
@@ -453,14 +464,17 @@ declare const createGL: (props?: Partial<GL>) => EventState<{
453
464
  isWebGL: boolean;
454
465
  isError: boolean;
455
466
  isLoop: boolean;
467
+ isDebug: boolean;
468
+ isDepth: boolean;
456
469
  isGL: true;
457
470
  width?: number;
458
471
  height?: number;
459
472
  size: [number, number];
460
473
  mouse: [number, number];
461
474
  count: number;
475
+ instanceCount: number;
476
+ particleCount: number | [number, number] | [number, number, number];
462
477
  loading: number;
463
- particles: 64 | 256 | 576 | 1024 | 1600 | 2304 | 3136 | 4096 | 4096 | 5184 | 6400;
464
478
  el: HTMLCanvasElement;
465
479
  vs?: string | Vec4;
466
480
  cs?: string | Void;
@@ -481,23 +495,28 @@ declare const createGL: (props?: Partial<GL>) => EventState<{
481
495
  error(e?: string): void;
482
496
  render(): void;
483
497
  resize(e?: Event): void;
484
- mousemove(e: Event): void;
498
+ mousemove(e: MouseEvent): void;
485
499
  loop(): void;
486
500
  _uniform?(key: string, value: number | number[] | Float32Array<ArrayBufferLike>, isMatrix?: boolean): GL;
487
501
  uniform(key: string, value: number | number[] | Float32Array<ArrayBufferLike>, isMatrix?: boolean): GL;
488
502
  uniform(target: {
489
503
  [key: string]: number | number[] | Float32Array<ArrayBufferLike>;
490
504
  }): GL;
491
- _texture?(key: string, value: string): GL;
492
- texture(key: string, value: string): GL;
505
+ _texture?(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
506
+ texture(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
493
507
  texture(target: {
494
- [key: string]: string;
508
+ [key: string]: string | HTMLImageElement | HTMLVideoElement;
495
509
  }): GL;
496
510
  _attribute?(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
497
511
  attribute(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
498
512
  attribute(target: {
499
513
  [key: string]: number[] | Float32Array<ArrayBufferLike>;
500
514
  }): GL;
515
+ _instance?(key: string, value: number[] | Float32Array<ArrayBufferLike>, at?: number): GL;
516
+ instance(key: string, value: number[] | Float32Array<ArrayBufferLike>, at?: number): GL;
517
+ instance(target: {
518
+ [key: string]: number[] | Float32Array<ArrayBufferLike>;
519
+ }): GL;
501
520
  _storage?(key: string, value: number[] | Float32Array<ArrayBufferLike>): GL;
502
521
  storage(key: string, value: number[] | Float32Array<ArrayBufferLike>): GL;
503
522
  storage(target: {
@@ -510,14 +529,17 @@ declare const useGL: (props?: Partial<GL>) => reev.EventState<{
510
529
  isWebGL: boolean;
511
530
  isError: boolean;
512
531
  isLoop: boolean;
532
+ isDebug: boolean;
533
+ isDepth: boolean;
513
534
  isGL: true;
514
535
  width?: number;
515
536
  height?: number;
516
537
  size: [number, number];
517
538
  mouse: [number, number];
518
539
  count: number;
540
+ instanceCount: number;
541
+ particleCount: number | [number, number] | [number, number, number];
519
542
  loading: number;
520
- particles: 64 | 256 | 576 | 1024 | 1600 | 2304 | 3136 | 4096 | 4096 | 5184 | 6400;
521
543
  el: HTMLCanvasElement;
522
544
  vs?: string | Vec4;
523
545
  cs?: string | Void;
@@ -538,23 +560,28 @@ declare const useGL: (props?: Partial<GL>) => reev.EventState<{
538
560
  error(e?: string): void;
539
561
  render(): void;
540
562
  resize(e?: Event): void;
541
- mousemove(e: Event): void;
563
+ mousemove(e: MouseEvent): void;
542
564
  loop(): void;
543
565
  _uniform?(key: string, value: number | number[] | Float32Array<ArrayBufferLike>, isMatrix?: boolean): GL;
544
566
  uniform(key: string, value: number | number[] | Float32Array<ArrayBufferLike>, isMatrix?: boolean): GL;
545
567
  uniform(target: {
546
568
  [key: string]: number | number[] | Float32Array<ArrayBufferLike>;
547
569
  }): GL;
548
- _texture?(key: string, value: string): GL;
549
- texture(key: string, value: string): GL;
570
+ _texture?(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
571
+ texture(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
550
572
  texture(target: {
551
- [key: string]: string;
573
+ [key: string]: string | HTMLImageElement | HTMLVideoElement;
552
574
  }): GL;
553
575
  _attribute?(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
554
576
  attribute(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
555
577
  attribute(target: {
556
578
  [key: string]: number[] | Float32Array<ArrayBufferLike>;
557
579
  }): GL;
580
+ _instance?(key: string, value: number[] | Float32Array<ArrayBufferLike>, at?: number): GL;
581
+ instance(key: string, value: number[] | Float32Array<ArrayBufferLike>, at?: number): GL;
582
+ instance(target: {
583
+ [key: string]: number[] | Float32Array<ArrayBufferLike>;
584
+ }): GL;
558
585
  _storage?(key: string, value: number[] | Float32Array<ArrayBufferLike>): GL;
559
586
  storage(key: string, value: number[] | Float32Array<ArrayBufferLike>): GL;
560
587
  storage(target: {
@@ -562,4 +589,4 @@ declare const useGL: (props?: Partial<GL>) => reev.EventState<{
562
589
  }): GL;
563
590
  }, any[] | unknown[]>;
564
591
 
565
- export { AttribData, GL, StorageData, TextureData, UniformData, WebGLState, WebGPUState, createGL, isGL, isServer, isWebGPUSupported, useGL };
592
+ export { type AttribData, type GL, type StorageData, type TextureData, type UniformData, type WebGLState, type WebGPUState, createGL, isGL, isServer, isWebGPUSupported, useGL };