glre 0.43.0 → 0.45.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.cjs CHANGED
@@ -1,12 +1,13 @@
1
- "use strict";var V=Object.defineProperty;var Ge=Object.getOwnPropertyDescriptor;var Le=Object.getOwnPropertyNames;var ye=Object.prototype.hasOwnProperty;var _e=(e,t)=>{for(var r in t)V(e,r,{get:t[r],enumerable:!0})},Re=(e,t,r,n)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of Le(t))!ye.call(e,o)&&o!==r&&V(e,o,{get:()=>t[o],enumerable:!(n=Ge(t,o))||n.enumerable});return e};var he=e=>Re(V({},"__esModule",{value:!0}),e);var Ce={};_e(Ce,{createGL:()=>Te,default:()=>Me,isGL:()=>De,isServer:()=>xe,isWebGPUSupported:()=>Ee});module.exports=he(Ce);var B=require("reev"),X=require("refr");var T={arr:Array.isArray,bol:e=>typeof e=="boolean",str:e=>typeof e=="string",num:e=>typeof e=="number",int:e=>Number.isInteger(e),fun:e=>typeof e=="function",und:e=>typeof e>"u",nul:e=>e===null,set:e=>e instanceof Set,map:e=>e instanceof Map,obj:e=>!!e&&e.constructor.name==="Object",nan:e=>typeof e=="number"&&Number.isNaN(e)};var H=e=>e instanceof Float32Array,Ue=(e,t)=>{let r=new Image;Object.assign(r,{src:e,crossOrigin:"anonymous"}),r.decode().then(()=>t(r))},ve=(e,t)=>{let r=document.createElement("video");r.crossOrigin="anonymous",r.muted=!0,r.loop=!0,r.src=e,r.load(),r.play(),r.addEventListener("canplay",t.bind(null,r),{once:!0})};function C(e,t){if(!T.str(e))return t(e,e instanceof HTMLVideoElement);let r=/\.(mp4|webm|ogg|avi|mov)$/i.test(e);(r?ve:Ue)(e,o=>{t(o,r)})}var Pe=e=>[1,2,3,4,9,16].includes(e),Ae=(e,t=3)=>e%t===0?Math.floor(e/t):-1,W=(e,t=1,r=console.warn)=>{let n=Ae(e,t);return Pe(n)||r(`glre attribute error: Invalid attribute length ${e}. Must divide by vertex count (${t}) with valid stride (1,2,3,4,9,16)`),n},$=`
1
+ "use strict";var X=Object.defineProperty;var Ge=Object.getOwnPropertyDescriptor;var ye=Object.getOwnPropertyNames;var Le=Object.prototype.hasOwnProperty;var _e=(e,t)=>{for(var r in t)X(e,r,{get:t[r],enumerable:!0})},he=(e,t,r,n)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of ye(t))!Le.call(e,o)&&o!==r&&X(e,o,{get:()=>t[o],enumerable:!(n=Ge(t,o))||n.enumerable});return e};var Re=e=>he(X({},"__esModule",{value:!0}),e);var Ce={};_e(Ce,{createGL:()=>Te,default:()=>Me,isGL:()=>De,isServer:()=>xe,isWebGPUSupported:()=>Ee});module.exports=Re(Ce);var S=require("reev"),I=require("refr");var T={arr:Array.isArray,bol:e=>typeof e=="boolean",str:e=>typeof e=="string",num:e=>typeof e=="number",int:e=>Number.isInteger(e),fun:e=>typeof e=="function",und:e=>typeof e>"u",nul:e=>e===null,set:e=>e instanceof Set,map:e=>e instanceof Map,obj:e=>!!e&&e.constructor.name==="Object",nan:e=>typeof e=="number"&&Number.isNaN(e)};var H=e=>e instanceof Float32Array,Ue=(e,t)=>{let r=new Image;Object.assign(r,{src:e,crossOrigin:"anonymous"}),r.decode().then(()=>t(r))},ve=(e,t)=>{let r=document.createElement("video");r.crossOrigin="anonymous",r.muted=!0,r.loop=!0,r.src=e,r.load(),r.play(),r.addEventListener("canplay",t.bind(null,r),{once:!0})};function M(e,t){if(!T.str(e))return t(e,e instanceof HTMLVideoElement);let r=/\.(mp4|webm|ogg|avi|mov)$/i.test(e);(r?ve:Ue)(e,o=>{t(o,r)})}var Pe=e=>[1,2,3,4,9,16].includes(e),Ae=(e,t=3)=>e%t===0?Math.floor(e/t):-1,C=(e,t=1,r=console.warn)=>{let n=Ae(e,t);return Pe(n)||r(`glre attribute error: Invalid attribute length ${e}. Must divide by vertex count (${t}) with valid stride (1,2,3,4,9,16)`),n},$=`
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  #version 300 es
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- precision mediump float;
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+ precision highp float;
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+ precision highp int;
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  out vec4 fragColor;
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  uniform vec2 iResolution;
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  void main() {
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  fragColor = vec4(fract((gl_FragCoord.xy / iResolution)), 0.0, 1.0);
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  }
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- `,N=`
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+ `,V=`
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  #version 300 es
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12
  void main() {
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  float x = float(gl_VertexID % 2) * 4.0 - 1.0;
@@ -30,8 +31,8 @@ struct Out { @builtin(position) position: vec4f }
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  fn main(out: Out) -> @location(0) vec4f {
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  return vec4f(fract((out.position.xy / iResolution)), 0.0, 1.0);
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  }
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- `;var F=require("reev");var j=(e,t,r,n=console.warn)=>{let o=e.createShader(r);if(!o)return n("Failed to create shader");if(e.shaderSource(o,t.trim()),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;let a=e.getShaderInfoLog(o);e.deleteShader(o),n(`Could not compile shader: ${a}
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+ `;var B=require("reev");var j=(e,t,r,n=console.warn)=>{let o=e.createShader(r);if(!o)return n("Failed to create shader");if(e.shaderSource(o,t.trim()),e.compileShader(o),e.getShaderParameter(o,e.COMPILE_STATUS))return o;let i=e.getShaderInfoLog(o);e.deleteShader(o),n(`Could not compile shader: ${i}
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  \u2193\u2193\u2193generated\u2193\u2193\u2193
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- ${t}`)},O=(e,t,r,n)=>{let o=e.createProgram(),a=j(e,t,e.FRAGMENT_SHADER,n.error),s=j(e,r,e.VERTEX_SHADER,n.error);if(!a||!s)return;if(e.attachShader(o,a),e.attachShader(o,s),e.linkProgram(o),e.getProgramParameter(o,e.LINK_STATUS))return o;let i=e.getProgramInfoLog(o);e.deleteProgram(o),n.error(`Could not link program: ${i}`)},Q=(e,t)=>{let r=new Float32Array(t),n=e.createBuffer();return{array:r,buffer:n}},z=(e,t,r,n)=>{t.set(n),e.bindBuffer(e.ARRAY_BUFFER,r),e.bufferData(e.ARRAY_BUFFER,t,e.STATIC_DRAW),e.bindBuffer(e.ARRAY_BUFFER,null)},J=(e,t,r,n)=>{e.bindBuffer(e.ARRAY_BUFFER,n),e.enableVertexAttribArray(t),e.vertexAttribPointer(t,r,e.FLOAT,!1,0,0)},Z=(e,t,r,n)=>{e.bindBuffer(e.ARRAY_BUFFER,n),e.enableVertexAttribArray(t),e.vertexAttribPointer(t,r,e.FLOAT,!1,0,0),e.vertexAttribDivisor(t,1)},k=(e,t,r)=>{if(T.num(r))return e.uniform1f(t,r);let n=r.length;if(n<=4)return e[`uniform${n}fv`](t,r);n=Math.sqrt(n)<<0,e[`uniformMatrix${n}fv`](t,!1,r)},ee=(e,t,r,n,o=!1)=>{let a=e.createTexture();if(e.bindTexture(e.TEXTURE_2D,a),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),o||e.generateMipmap(e.TEXTURE_2D),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,null),e.uniform1i(r,n),e.activeTexture(e.TEXTURE0+n),e.bindTexture(e.TEXTURE_2D,a),o)return()=>{e.activeTexture(e.TEXTURE0+n),e.bindTexture(e.TEXTURE_2D,a),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t)}},te=(e,t,r,n,o,a,s,i)=>{let m=r*n,u=t.length/m;for(let p=0;p<m;p++)for(let g=0;g<Math.min(u,4);g++)i[4*p+g]=t[p*u+g]||0;e.activeTexture(e.TEXTURE0+s),e.bindTexture(e.TEXTURE_2D,o.texture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,r,n,0,e.RGBA,e.FLOAT,i),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.bindTexture(e.TEXTURE_2D,a.texture),e.texImage2D(e.TEXTURE_2D,0,e.RGBA32F,r,n,0,e.RGBA,e.FLOAT,i),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE)},re=(e,t)=>{for(let{ping:r,pong:n}of t)e.deleteTexture(r.texture),e.deleteTexture(n.texture),e.deleteFramebuffer(r.buffer),e.deleteFramebuffer(n.buffer)},ne=(e,t,r,n,o,a)=>{e.activeTexture(e.TEXTURE0+o),e.bindTexture(e.TEXTURE_2D,t.texture),e.uniform1i(n,o),a===0&&e.bindFramebuffer(e.FRAMEBUFFER,r.buffer);let s=e.COLOR_ATTACHMENT0+a;return e.framebufferTexture2D(e.FRAMEBUFFER,s,e.TEXTURE_2D,r.texture,0),s},oe=(e=1024)=>{if(T.num(e)){let o=Math.sqrt(e),a=Math.ceil(o);return Number.isInteger(o)||console.warn(`GLRE Storage Warning: particleCount (${e}) is not a square. 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@@ -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 isDebug: false,\n isDepth: false,\n wireframe: 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.enable(c.DEPTH_TEST)\n c.depthFunc(c.LEQUAL)\n c.enable(c.CULL_FACE)\n c.cullFace(c.BACK)\n }\n\n if (gl.wireframe) {\n const ext = c.getExtension('WEBGL_polygon_mode')\n ext.polygonModeWEBGL(c.FRONT_AND_BACK, ext.LINE_WEBGL)\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({ 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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 wireframe: false,\n isGL: true,\n size: [0, 0],\n mouse: [0, 0],\n count: 6,\n instanceCount: 1,\n particleCount: 1024,\n precision: 'highp',\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 highp float;\nprecision highp int;\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 { createArrayBuffer, cleanStorage, createAttachment, createProgram, createStorage, createTexture, setArrayBuffer, storageSize, updateAttrib, updateInstance, updateUniform } from './program'\nimport type { GL } 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.webgl.context = 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 = (gl.webgl.program = 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 = (gl.webgl.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.enable(c.DEPTH_TEST)\n c.depthFunc(c.LEQUAL)\n c.enable(c.CULL_FACE)\n c.cullFace(c.BACK)\n }\n\n if (gl.wireframe) {\n const ext = c.getExtension('WEBGL_polygon_mode')\n ext.polygonModeWEBGL(c.FRONT_AND_BACK, ext.LINE_WEBGL)\n }\n\n return { 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: ${error}`)\n}\n\nexport const createArrayBuffer = (c: WebGL2RenderingContext, data: number[]) => {\n const array = new Float32Array(data)\n const buffer = c.createBuffer()\n return { array, buffer }\n}\n\nexport const setArrayBuffer = (c: WebGL2RenderingContext, array: Float32Array, buffer: WebGLBuffer, value: number[]) => {\n array.set(value)\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.bufferData(c.ARRAY_BUFFER, array, c.STATIC_DRAW)\n c.bindBuffer(c.ARRAY_BUFFER, null)\n}\n\nexport const updateAttrib = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n}\n\nexport const updateInstance = (c: WebGL2RenderingContext, loc: number, stride: number, buffer: WebGLBuffer) => {\n c.bindBuffer(c.ARRAY_BUFFER, buffer)\n c.enableVertexAttribArray(loc)\n c.vertexAttribPointer(loc, stride, c.FLOAT, false, 0, 0)\n c.vertexAttribDivisor(loc, 1) // divisor is 1\n}\n\nexport const updateUniform = (c: WebGL2RenderingContext, loc: WebGLUniformLocation, value: number | number[]) => {\n if (is.num(value)) return c.uniform1f(loc, value)\n let l = value.length\n if (l <= 4) return c[`uniform${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 = (c: WebGL2RenderingContext, el: HTMLImageElement | HTMLVideoElement, loc: WebGLUniformLocation, unit: number, isVideo = false) => {\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 = (c: WebGL2RenderingContext, value: number[], width: number, height: number, ping: TextureBuffer, pong: TextureBuffer, unit: number, array: Float32Array) => {\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 = (c: WebGL2RenderingContext, map: Iterable<{ ping: TextureBuffer; pong: TextureBuffer }>) => {\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 = (c: WebGL2RenderingContext, i: TextureBuffer, o: TextureBuffer, loc: WebGLUniformLocation, unit: number, index: number) => {\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)) console.warn(`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 return { x: size, y: size }\n }\n const [x, y, z] = particleCount\n if (z !== undefined) {\n const yz = y * z\n console.warn(`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 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({ 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package/dist/index.d.ts CHANGED
@@ -111,7 +111,7 @@ interface NodeContext {
111
111
  fragInputs: Map<string, string>;
112
112
  vertInputs: Map<string, string>;
113
113
  vertOutputs: Map<string, string>;
114
- vertVaryings: Map<string, string>;
114
+ vertVaryings: Map<string, VaryingInfo>;
115
115
  computeInputs: Map<string, string>;
116
116
  dependencies: Map<string, Set<string>>;
117
117
  structStructFields: Map<string, StructFields>;
@@ -120,14 +120,64 @@ interface NodeContext {
120
120
  /**
121
121
  * infer
122
122
  */
123
- type _StringLength<A extends string> = A extends `${infer _}${infer A}` ? A extends '' ? 1 : A extends `${infer _}${infer B}` ? B extends '' ? 2 : B extends `${infer _}${infer C}` ? C extends '' ? 3 : 4 : never : never : never;
124
123
  type InferOperator<L extends C, R extends C> = L extends R ? L : L extends 'float' | 'int' ? R : R extends 'float' | 'int' ? L : L extends 'mat4' ? R extends 'vec4' ? R : L : L extends 'mat3' ? R extends 'vec3' ? R : L : L extends 'mat2' ? R extends 'vec2' ? R : L : L extends 'vec4' ? R extends 'mat4' ? L : L : L extends 'vec3' ? R extends 'mat3' ? L : L : L extends 'vec2' ? R extends 'mat2' ? L : L : L;
125
124
  type InferArrayElement<T extends C> = T extends 'mat4' ? 'vec4' : T extends 'mat3' ? 'vec3' : T extends 'mat2' ? 'vec2' : 'float';
125
+ type _OperatorTypeRulesMap = typeof OPERATOR_TYPE_RULES;
126
126
  type ExtractPairs<T> = T extends readonly [infer L, infer R, string] ? [L, R] | [R, L] : never;
127
- type OperatorTypeRules = ExtractPairs<(typeof OPERATOR_TYPE_RULES)[number]>;
127
+ type OperatorTypeRules = ExtractPairs<_OperatorTypeRulesMap[number]>;
128
128
  type IsInRules<L extends C, R extends C> = [L, R] extends OperatorTypeRules ? 1 : 0;
129
129
  type ValidateOperator<L extends C, R extends C> = L extends R ? 1 : IsInRules<L, R>;
130
- type InferSwizzleType<S extends string> = _StringLength<S> extends 4 ? 'vec4' : _StringLength<S> extends 3 ? 'vec3' : _StringLength<S> extends 2 ? 'vec2' : 'float';
130
+ /**
131
+ * swizzle
132
+ */
133
+ type _SwizzleLength<A extends string> = A extends `${infer _}${infer A}` ? A extends '' ? 1 : A extends `${infer _}${infer B}` ? B extends '' ? 2 : B extends `${infer _}${infer C}` ? C extends '' ? 3 : 4 : never : never : never;
134
+ type _SwizzleBaseMap = {
135
+ float: 'float';
136
+ vec2: 'float';
137
+ vec3: 'float';
138
+ vec4: 'float';
139
+ int: 'int';
140
+ ivec2: 'int';
141
+ ivec3: 'int';
142
+ ivec4: 'int';
143
+ uint: 'uint';
144
+ uvec2: 'uint';
145
+ uvec3: 'uint';
146
+ uvec4: 'uint';
147
+ bool: 'bool';
148
+ bvec2: 'bool';
149
+ bvec3: 'bool';
150
+ bvec4: 'bool';
151
+ };
152
+ type _SwizzleResultMap = {
153
+ float: {
154
+ 1: 'float';
155
+ 2: 'vec2';
156
+ 3: 'vec3';
157
+ 4: 'vec4';
158
+ };
159
+ int: {
160
+ 1: 'int';
161
+ 2: 'ivec2';
162
+ 3: 'ivec3';
163
+ 4: 'ivec4';
164
+ };
165
+ uint: {
166
+ 1: 'uint';
167
+ 2: 'uvec2';
168
+ 3: 'uvec3';
169
+ 4: 'uvec4';
170
+ };
171
+ bool: {
172
+ 1: 'bool';
173
+ 2: 'bvec2';
174
+ 3: 'bvec3';
175
+ 4: 'bvec4';
176
+ };
177
+ };
178
+ type _SwizzleBase<T extends C> = T extends keyof _SwizzleBaseMap ? _SwizzleBaseMap[T] : never;
179
+ type _SwizzleResult<T extends C, L extends 1 | 2 | 3 | 4> = _SwizzleResultMap[_SwizzleBase<T>][L];
180
+ type InferSwizzleType<T extends C, S extends string> = _SwizzleLength<S> extends infer L extends 1 | 2 | 3 | 4 ? _SwizzleResult<_SwizzleBase<T>, L> : never;
131
181
  /**
132
182
  * Swizzles
133
183
  */
@@ -157,6 +207,10 @@ type Mat4 = XImpl<'mat4'>;
157
207
  type Texture$1 = XImpl<'texture'>;
158
208
  type Sampler2D = XImpl<'sampler2D'>;
159
209
  type StructBase = XImpl<'struct'>;
210
+ interface VaryingInfo {
211
+ node: Y;
212
+ code?: string;
213
+ }
160
214
  interface ConstantsToType {
161
215
  void: Void;
162
216
  bool: Bool;
@@ -189,10 +243,11 @@ interface ConstantsToType {
189
243
  type XImpl<T extends C> = _X<T> & {
190
244
  [K in string as K extends Methods ? never : K]: any;
191
245
  } & {
192
- [K in Swizzles]: X<InferSwizzleType<K>>;
246
+ [K in Swizzles]: X<InferSwizzleType<T, K>>;
193
247
  };
194
248
  type C = Constants;
195
249
  type X<T extends C = C> = T extends keyof ConstantsToType ? ConstantsToType[T] : _X<T>;
250
+ type Y<T extends C = C> = number | number[] | string | boolean | undefined | HTMLElement | X<T>;
196
251
  type Methods = Functions | Operators | Conversions | Swizzles | '__nodeType' | 'type' | 'props' | 'isProxy' | 'assign' | 'toVar' | 'toString' | 'element' | 'select';
197
252
  interface _X<T extends C> {
198
253
  readonly __nodeType?: T;
@@ -269,7 +324,7 @@ interface _X<T extends C> {
269
324
  any(): Bool;
270
325
  determinant(): T extends 'mat2' | 'mat3' | 'mat4' ? Float : never;
271
326
  distance<U extends C>(y: T extends 'vec2' | 'vec3' | 'vec4' ? (U extends T ? number | X<U> : never) : never): Float;
272
- dot<U extends C>(y: T extends 'vec2' | 'vec3' | 'vec4' | 'ivec2' | 'ivec3' | 'ivec4' ? U extends T ? number | X<U> : never : never): T extends `ivec${string}` ? Int : Float;
327
+ dot<U extends C>(y: T extends 'vec2' | 'vec3' | 'vec4' | 'ivec2' | 'ivec3' | 'ivec4' ? (U extends T ? number | X<U> : never) : never): T extends `ivec${string}` ? Int : Float;
273
328
  length(): T extends 'vec2' | 'vec3' | 'vec4' ? Float : never;
274
329
  lengthSq(): Float;
275
330
  luminance(): Float;
@@ -349,6 +404,7 @@ type GL = EventState<{
349
404
  count: number;
350
405
  instanceCount: number;
351
406
  particleCount: number | [number, number] | [number, number, number];
407
+ precision: 'lowp' | 'mediump' | 'highp';
352
408
  loading: number;
353
409
  el: HTMLCanvasElement;
354
410
  vs?: string | Vec4;
@@ -451,9 +507,9 @@ interface WebGPUState {
451
507
  * for webgl
452
508
  */
453
509
  interface WebGLState {
454
- context: WebGLRenderingContext;
510
+ context: WebGL2RenderingContext;
455
511
  program: WebGLProgram;
456
- storages: any;
512
+ uniforms: Nested<WebGLUniformLocation | null>;
457
513
  }
458
514
 
459
515
  declare const isGL: (a: unknown) => a is EventState<GL>;
@@ -475,6 +531,7 @@ declare const createGL: (props?: Partial<GL>) => EventState<{
475
531
  count: number;
476
532
  instanceCount: number;
477
533
  particleCount: number | [number, number] | [number, number, number];
534
+ precision: "lowp" | "mediump" | "highp";
478
535
  loading: number;
479
536
  el: HTMLCanvasElement;
480
537
  vs?: string | Vec4;