glre 0.40.0 → 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.
- package/dist/addons.cjs +1 -1
- package/dist/addons.cjs.map +1 -1
- package/dist/addons.d.ts +4 -3
- package/dist/addons.js +1 -1
- package/dist/addons.js.map +1 -1
- package/dist/index.cjs +6 -6
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.ts +9 -8
- package/dist/index.js +5 -5
- package/dist/index.js.map +1 -1
- package/dist/native.d.ts +12 -11
- package/dist/node.cjs +16 -16
- package/dist/node.cjs.map +1 -1
- package/dist/node.d.ts +5 -4
- package/dist/node.js +15 -15
- package/dist/node.js.map +1 -1
- package/dist/react.d.ts +9 -8
- package/dist/solid.d.ts +9 -8
- package/package.json +1 -1
- package/src/node/scope.ts +3 -2
- package/src/node/types.ts +1 -1
- package/src/node/utils/index.ts +2 -1
- package/src/node/utils/infer.ts +2 -1
- package/src/node/utils/utils.ts +6 -11
- package/src/types.ts +4 -3
- package/src/utils/helpers.ts +25 -8
- package/src/utils/program.ts +11 -4
- package/src/utils/webgl.ts +7 -3
- package/src/utils/webgpu.ts +12 -4
package/dist/index.js.map
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{"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","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\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, loadingImage, getStride, GLSL_VS, GLSL_FS } 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 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 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 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 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, loadingImage, getStride, WGSL_FS, WGSL_VS } 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 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, 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({ 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1
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{"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
|
@@ -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
|
}
|
|
@@ -386,10 +386,10 @@ type GL = EventState<{
|
|
|
386
386
|
uniform(target: {
|
|
387
387
|
[key: string]: Uniform;
|
|
388
388
|
}): GL;
|
|
389
|
-
_texture?(key: string, value:
|
|
390
|
-
texture(key: string, value:
|
|
389
|
+
_texture?(key: string, value: Texture): GL;
|
|
390
|
+
texture(key: string, value: Texture): GL;
|
|
391
391
|
texture(target: {
|
|
392
|
-
[key: string]:
|
|
392
|
+
[key: string]: Texture;
|
|
393
393
|
}): GL;
|
|
394
394
|
_attribute?(key: string, value: Attribute, iboValue?: Attribute): GL;
|
|
395
395
|
attribute(key: string, value: Attribute, iboValue?: Attribute): GL;
|
|
@@ -408,6 +408,7 @@ type GL = EventState<{
|
|
|
408
408
|
}): GL;
|
|
409
409
|
}>;
|
|
410
410
|
type Uniform = number | number[] | Float32Array;
|
|
411
|
+
type Texture = string | HTMLImageElement | HTMLVideoElement;
|
|
411
412
|
type Attribute = number[] | Float32Array;
|
|
412
413
|
type Storage = number[] | Float32Array;
|
|
413
414
|
/**
|
|
@@ -501,10 +502,10 @@ declare const createGL: (props?: Partial<GL>) => EventState<{
|
|
|
501
502
|
uniform(target: {
|
|
502
503
|
[key: string]: number | number[] | Float32Array<ArrayBufferLike>;
|
|
503
504
|
}): GL;
|
|
504
|
-
_texture?(key: string, value: string): GL;
|
|
505
|
-
texture(key: string, value: string): GL;
|
|
505
|
+
_texture?(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
|
|
506
|
+
texture(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
|
|
506
507
|
texture(target: {
|
|
507
|
-
[key: string]: string;
|
|
508
|
+
[key: string]: string | HTMLImageElement | HTMLVideoElement;
|
|
508
509
|
}): GL;
|
|
509
510
|
_attribute?(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
|
|
510
511
|
attribute(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
|
|
@@ -566,10 +567,10 @@ declare const useGL: (props?: Partial<GL>) => reev.EventState<{
|
|
|
566
567
|
uniform(target: {
|
|
567
568
|
[key: string]: number | number[] | Float32Array<ArrayBufferLike>;
|
|
568
569
|
}): GL;
|
|
569
|
-
_texture?(key: string, value: string): GL;
|
|
570
|
-
texture(key: string, value: string): GL;
|
|
570
|
+
_texture?(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
|
|
571
|
+
texture(key: string, value: string | HTMLImageElement | HTMLVideoElement): GL;
|
|
571
572
|
texture(target: {
|
|
572
|
-
[key: string]: string;
|
|
573
|
+
[key: string]: string | HTMLImageElement | HTMLVideoElement;
|
|
573
574
|
}): GL;
|
|
574
575
|
_attribute?(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
|
|
575
576
|
attribute(key: string, value: number[] | Float32Array<ArrayBufferLike>, iboValue?: number[] | Float32Array<ArrayBufferLike>): GL;
|