shaderpad 1.0.0-alpha.1 → 1.0.0-alpha.10
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/README.md +88 -21
- package/dist/index.d.mts +35 -6
- package/dist/index.d.ts +35 -6
- package/dist/index.js +5 -5
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +5 -5
- package/dist/index.mjs.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -14,61 +14,128 @@ npm install shaderpad
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import ShaderPad from 'shaderpad';
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// Your custom GLSL fragment shader code.
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const fragmentShaderSrc =
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const fragmentShaderSrc = `#version 300 es
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precision highp float;
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// Built-in variables.
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uniform float
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uniform vec2
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uniform
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in vec2 v_uv;
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform vec4 u_cursor; // [cursorX, cursorY, scrollX, scrollY]
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// Custom variables.
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uniform vec3
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uniform vec3 u_cursorColor;
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out vec4 outColor;
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void main() {
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vec2 uv =
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vec2 uv = v_uv * u_resolution;
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vec2 dotGrid = mod(uv, 50.) - 25.;
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float dotDist = length(dotGrid);
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float dot = step(dotDist, 5.);
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float cursorDist = distance(uv,
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float cursor = step(cursorDist, 25. + sin(
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float cursorDist = distance(uv, u_cursor.xy * u_resolution);
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float cursor = step(cursorDist, 25. + sin(u_time * 5.) * 5.);
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vec3 color = mix(vec3(0., 0., 1.), vec3(1.), dot);
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color = mix(color,
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color = mix(color, u_cursorColor, cursor);
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outColor = vec4(color, 1.);
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}
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`;
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// Initialize the shader.
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const shader = new ShaderPad(fragmentShaderSrc /* ,
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const shader = new ShaderPad(fragmentShaderSrc /* , options */);
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// Add your own custom uniforms.
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const getColor = (time: number) =>
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[time, time + (Math.PI * 2) / 3, time + (Math.PI * 4) / 3].map(x => 1 + Math.sin(x) / 2);
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shader.initializeUniform('
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shader.initializeUniform('u_cursorColor', 'float', getColor(0));
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// Start the render loop.
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shader.play(time => {
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shader.updateUniforms({
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shader.updateUniforms({ u_cursorColor: getColor(time) });
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});
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// Optionally pause the render loop.
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// Optionally pause or reset the render loop.
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// shader.pause();
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// shader.reset();
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// ShaderPad also attaches a throttled resize observer that you can hook into.
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// shader.onResize = (width, height) => {
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// console.log('Canvas resized:', width, height);
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// };
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```
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See the [`examples/` directory](./examples/) for more.
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## Options
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ShaderPad’s constructor accepts an optional `options` object.
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### canvas
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The `canvas` option allows you to pass in an existing canvas element. If not provided, ShaderPad will create a new canvas element and append it to the document body.
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```typescript
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const canvas = document.createElement('canvas');
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const shader = new ShaderPad(fragmentShaderSrc, { canvas });
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```
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### history
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ShaderPad supports frame history buffers for effects like motion blur, feedback, and trails:
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```typescript
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// 2-frame history (eg. for cellular automata).
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const shader = new ShaderPad(fragmentShaderSrc, { history: 2 });
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// 10-frame history (eg. for motion blur).
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const shader = new ShaderPad(fragmentShaderSrc, { history: 10 });
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```
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## Included uniforms
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| Uniform
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| `
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| `
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| `
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| Uniform | Type | Description |
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| -------------- | -------------- | -------------------------------------------------- |
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| `u_time` | float | The current time in seconds. |
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| `u_frame` | int | The current frame number. |
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| `u_resolution` | float[2] | The canvas element's dimensions. |
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| `u_cursor` | float[4] | Cursor position (x, y) and scroll position (z, w). |
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| `u_click` | float[3] | Click position (x, y) and left click state (z). |
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| `u_history` | sampler2DArray | Buffer texture of prior frames. |
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## Included varyings
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| Varying | Type | Description |
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| ------- | -------- | ----------------------------------- |
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| `v_uv` | float[2] | The UV coordinates of the fragment. |
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## Contributing
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### Running an example
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```bash
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# Clone the repository.
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git clone https://github.com/your-username/shaderpad.git
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cd shaderpad
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# Install dependencies and start the development server.
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cd examples
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npm install
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npm run dev
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```
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This will launch a local server (powered by Vite). Open the provided URL (usually `http://localhost:5173`) in your browser to view and interact with the examples.
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`examples/index.html` hardcodes the `main.ts` example. To view a different example, change `<script type="module" src="/src/main.ts"></script>` to point to your new example.
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### Adding an example
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- Add a new `.ts` file in `examples/src/`.
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- Follow the structure of an existing example as a template.
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- Change `<script type="module" src="/src/main.ts"></script>` in `examples/index.html` to point to your new example.
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- If your example needs images or other assets, place them in `examples/public/` and reference them with a relative path.
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## License
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package/dist/index.d.mts
CHANGED
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@@ -1,23 +1,52 @@
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interface Options {
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canvas?: HTMLCanvasElement | null;
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history?: number;
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}
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declare class ShaderPad {
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private isInternalCanvas;
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private isTouchDevice;
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private canvas;
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private gl;
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private downloadLink;
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private fragmentShaderSrc;
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private uniforms;
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private textures;
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private buffer;
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private program;
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private animationFrameId;
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private resizeObserver;
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private
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private resizeTimeout;
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private lastResizeTime;
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private eventListeners;
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private frame;
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private startTime;
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private cursorPosition;
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private scrollX;
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private scrollY;
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private clickPosition;
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private isMouseDown;
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private historyLength;
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private historyTexture;
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onResize?: (width: number, height: number) => void;
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constructor(fragmentShaderSrc: string, options?: Options);
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private init;
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private initializeHistoryBuffer;
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private clearHistory;
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private createShader;
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private setupBuffer;
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private
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private throttledHandleResize;
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private handleResize;
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private addEventListeners;
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initializeUniform(name: string, type: 'float' | 'int', value: number | number[]): void;
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updateUniforms(updates: Record<string, number | number[]>): void;
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step(time: number): void;
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play(callback?: (time: number, frame: number) => void): void;
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pause(): void;
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reset(): void;
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save(filename: string): void;
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initializeTexture(name: string, source: HTMLImageElement | HTMLVideoElement): void;
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updateTextures(updates: Record<string, HTMLImageElement | HTMLVideoElement>): void;
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destroy(): void;
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}
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export {
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export { ShaderPad as default };
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package/dist/index.d.ts
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interface Options {
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canvas?: HTMLCanvasElement | null;
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history?: number;
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}
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declare class ShaderPad {
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private isInternalCanvas;
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private isTouchDevice;
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private canvas;
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private gl;
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private downloadLink;
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private fragmentShaderSrc;
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private uniforms;
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private textures;
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private buffer;
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private program;
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private animationFrameId;
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private resizeObserver;
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private
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private resizeTimeout;
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private lastResizeTime;
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private eventListeners;
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private frame;
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private startTime;
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private cursorPosition;
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private scrollX;
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private scrollY;
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private clickPosition;
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private isMouseDown;
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private historyLength;
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private historyTexture;
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onResize?: (width: number, height: number) => void;
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constructor(fragmentShaderSrc: string, options?: Options);
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private init;
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private initializeHistoryBuffer;
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private clearHistory;
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private createShader;
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private setupBuffer;
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private
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private throttledHandleResize;
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private handleResize;
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private addEventListeners;
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initializeUniform(name: string, type: 'float' | 'int', value: number | number[]): void;
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updateUniforms(updates: Record<string, number | number[]>): void;
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step(time: number): void;
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play(callback?: (time: number, frame: number) => void): void;
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pause(): void;
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reset(): void;
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save(filename: string): void;
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initializeTexture(name: string, source: HTMLImageElement | HTMLVideoElement): void;
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updateTextures(updates: Record<string, HTMLImageElement | HTMLVideoElement>): void;
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destroy(): void;
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}
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export {
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export { ShaderPad as default };
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package/dist/index.js
CHANGED
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"use strict";var a=Object.defineProperty;var
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"use strict";var a=Object.defineProperty;var u=Object.getOwnPropertyDescriptor;var g=Object.getOwnPropertyNames;var m=Object.prototype.hasOwnProperty;var d=(n,t)=>{for(var i in t)a(n,i,{get:t[i],enumerable:!0})},f=(n,t,i,e)=>{if(t&&typeof t=="object"||typeof t=="function")for(let s of g(t))!m.call(n,s)&&s!==i&&a(n,s,{get:()=>t[s],enumerable:!(e=u(t,s))||e.enumerable});return n};var E=n=>f(a({},"__esModule",{value:!0}),n);var p={};d(p,{default:()=>R});module.exports=E(p);var T=`#version 300 es
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in vec2 aPosition;
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out vec2 v_uv;
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void main() {
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v_uv = aPosition * 0.5 + 0.5;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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|
-
`,o=class{constructor(i,r=null){this.uniforms=new Map;this.program=null;this.canvas=r||document.createElement("canvas"),r||(document.body.appendChild(this.canvas),this.canvas.style.position="fixed",this.canvas.style.inset="0",this.canvas.style.height="100dvh",this.canvas.style.width="100dvw"),this.gl=this.canvas.getContext("webgl"),this.downloadLink=document.createElement("a"),this.fragmentShaderSrc=i,this.animationFrameId=null,this.resizeObserver=new ResizeObserver(()=>this.resizeCanvas()),this.resizeObserver.observe(this.canvas),this.init(),this.addEventListeners()}init(){let i=v;if(this.program=this.gl.createProgram(),!this.program)throw new Error("Failed to create WebGL program");let r=this.createShader(this.gl.VERTEX_SHADER,i),t=this.createShader(this.gl.FRAGMENT_SHADER,this.fragmentShaderSrc);if(this.gl.attachShader(this.program,r),this.gl.attachShader(this.program,t),this.gl.linkProgram(this.program),this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS)||(console.error("Program link error:",this.gl.getProgramInfoLog(this.program)),this.gl.deleteProgram(this.program),this.program=null),!this.program)throw new Error("Failed to link WebGL program");let e=this.gl.getAttribLocation(this.program,"aPosition");this.setupBuffer(e),this.resizeCanvas(),this.gl.useProgram(this.program),this.initializeUniform("uResolution","float",[this.canvas.width,this.canvas.height]),this.initializeUniform("uCursor","float",[.5,.5]),this.initializeUniform("uTime","float",0)}createShader(i,r){let t=this.gl.createShader(i);if(this.gl.shaderSource(t,r),this.gl.compileShader(t),!this.gl.getShaderParameter(t,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",r),console.error(this.gl.getShaderInfoLog(t)),this.gl.deleteShader(t),new Error("Shader compilation failed");return t}setupBuffer(i){let r=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]),t=this.gl.createBuffer();this.gl.bindBuffer(this.gl.ARRAY_BUFFER,t),this.gl.bufferData(this.gl.ARRAY_BUFFER,r,this.gl.STATIC_DRAW),this.gl.viewport(0,0,this.canvas.width,this.canvas.height),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,t),this.gl.enableVertexAttribArray(i),this.gl.vertexAttribPointer(i,2,this.gl.FLOAT,!1,0,0)}resizeCanvas(){let i=window.devicePixelRatio||1,r=this.canvas.clientWidth*i,t=this.canvas.clientHeight*i;(this.canvas.width!==r||this.canvas.height!==t)&&(this.canvas.width=r,this.canvas.height=t,this.gl.viewport(0,0,this.gl.drawingBufferWidth,this.gl.drawingBufferHeight),this.uniforms.has("uResolution")&&this.updateUniforms({uResolution:[this.canvas.width,this.canvas.height]}))}addEventListeners(){let i=!1,r=(t,e)=>{if(!this.uniforms.has("uCursor"))return;let n=this.canvas.getBoundingClientRect(),h=(t-n.left)/n.width,l=1-(e-n.top)/n.height;this.updateUniforms({uCursor:[h,l]})};this.canvas.addEventListener("mousemove",t=>{i||r(t.clientX,t.clientY)}),this.canvas.addEventListener("touchstart",()=>{i=!0}),this.canvas.addEventListener("touchmove",t=>{t.touches.length>0&&r(t.touches[0].clientX,t.touches[0].clientY)})}initializeUniform(i,r,t){if(this.uniforms.has(i))throw new Error(`Uniform '${i}' is already initialized.`);if(!this.program)throw new Error("WebGL program is not initialized");if(r!=="float"&&r!=="int")throw new Error(`Invalid uniform type: ${r}. Expected 'float' or 'int'.`);let e=this.gl.getUniformLocation(this.program,i);if(!e){console.log(`Uniform ${i} not found in fragment shader. Skipping initialization.`);return}if(Array.isArray(t)||(t=[t]),t.length<1||t.length>4)throw new Error(`Invalid uniform value length: ${t.length}. Expected a length between 1 and 4.`);let n=t.length;this.uniforms.set(i,{type:r,length:n,location:e}),this.updateUniforms({[i]:t})}updateUniforms(i){Object.entries(i).forEach(([r,t])=>{if(!this.uniforms.has(r))throw new Error(`Uniform '${r}' is not initialized.`);let e=this.uniforms.get(r);if(Array.isArray(t)||(t=[t]),t.length!==e.length)throw new Error(`Invalid uniform value length: ${t.length}. Expected ${e.length}.`);this.gl[`uniform${e.length}${e.type.charAt(0)}`](e.location,...t)})}play(i){let r=t=>{t/=1e3,this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.uniforms.has("uTime")&&this.updateUniforms({uTime:t}),i&&i(t),this.gl.drawArrays(this.gl.TRIANGLES,0,6),this.animationFrameId=requestAnimationFrame(r)};this.animationFrameId=requestAnimationFrame(r)}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null)}save(i){this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.gl.drawArrays(this.gl.TRIANGLES,0,6);let r=this.canvas.toDataURL();i&&!`${i}`.toLowerCase().endsWith(".png")&&(i=`${i}.png`),console.log(r),this.downloadLink.download=i||"export.png",this.downloadLink.href=r,this.downloadLink.click()}},p=o;
|
|
8
|
+
`,v=33.333333333333336,o=class{constructor(t,i={}){this.isInternalCanvas=!1;this.isTouchDevice=!1;this.uniforms=new Map;this.textures=new Map;this.buffer=null;this.program=null;this.resizeTimeout=null;this.lastResizeTime=0;this.eventListeners=new Map;this.frame=0;this.startTime=0;this.cursorPosition=[.5,.5];this.scrollX=0;this.scrollY=0;this.clickPosition=[.5,.5];this.isMouseDown=!1;this.historyTexture=null;if(this.canvas=i.canvas||document.createElement("canvas"),this.historyLength=i.history||0,i.canvas||(this.isInternalCanvas=!0,document.body.appendChild(this.canvas),this.canvas.style.position="fixed",this.canvas.style.inset="0",this.canvas.style.height="100dvh",this.canvas.style.width="100dvw"),this.gl=this.canvas.getContext("webgl2",{antialias:!1}),!this.gl)throw new Error("WebGL2 not supported. Please use a browser that supports WebGL2.");this.downloadLink=document.createElement("a"),this.fragmentShaderSrc=t,this.animationFrameId=null,this.resizeObserver=new ResizeObserver(()=>this.throttledHandleResize()),this.resizeObserver.observe(this.canvas),this.init(),this.addEventListeners()}init(){let t=T;if(this.program=this.gl.createProgram(),!this.program)throw new Error("Failed to create WebGL program");let i=this.createShader(this.gl.VERTEX_SHADER,t),e=this.createShader(this.gl.FRAGMENT_SHADER,this.fragmentShaderSrc);if(this.gl.attachShader(this.program,i),this.gl.attachShader(this.program,e),this.gl.linkProgram(this.program),this.gl.deleteShader(i),this.gl.deleteShader(e),!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))throw console.error("Program link error:",this.gl.getProgramInfoLog(this.program)),this.gl.deleteProgram(this.program),new Error("Failed to link WebGL program");let s=this.gl.getAttribLocation(this.program,"aPosition");this.setupBuffer(s),this.handleResize(),this.gl.useProgram(this.program),this.initializeUniform("u_resolution","float",[this.canvas.width,this.canvas.height]),this.initializeUniform("u_cursor","float",[...this.cursorPosition,this.scrollX,this.scrollY]),this.initializeUniform("u_click","float",[...this.clickPosition,this.isMouseDown?1:0]),this.initializeUniform("u_time","float",0),this.initializeUniform("u_frame","int",0),this.historyLength>0&&this.initializeHistoryBuffer()}initializeHistoryBuffer(){let{gl:t}=this;if(this.historyTexture=t.createTexture(),!this.historyTexture)throw new Error("Failed to create history texture");t.bindTexture(t.TEXTURE_2D_ARRAY,this.historyTexture),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texStorage3D(t.TEXTURE_2D_ARRAY,1,t.RGBA8,this.canvas.width,this.canvas.height,this.historyLength),t.activeTexture(t.TEXTURE0),t.bindTexture(t.TEXTURE_2D_ARRAY,this.historyTexture),this.clearHistory(),this.uniforms.has("u_history")||this.initializeUniform("u_history","int",0)}clearHistory(){let t=new Uint8Array(this.canvas.width*this.canvas.height*4);for(let i=0;i<this.historyLength;++i)this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i,this.canvas.width,this.canvas.height,1,this.gl.RGBA,this.gl.UNSIGNED_BYTE,t)}createShader(t,i){let e=this.gl.createShader(t);if(this.gl.shaderSource(e,i),this.gl.compileShader(e),!this.gl.getShaderParameter(e,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",i),console.error(this.gl.getShaderInfoLog(e)),this.gl.deleteShader(e),new Error("Shader compilation failed");return e}setupBuffer(t){let i=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]);this.buffer=this.gl.createBuffer(),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.buffer),this.gl.bufferData(this.gl.ARRAY_BUFFER,i,this.gl.STATIC_DRAW),this.gl.viewport(0,0,this.canvas.width,this.canvas.height),this.gl.enableVertexAttribArray(t),this.gl.vertexAttribPointer(t,2,this.gl.FLOAT,!1,0,0)}throttledHandleResize(){clearTimeout(this.resizeTimeout);let t=performance.now(),i=this.lastResizeTime+v-t;i<=0?(this.lastResizeTime=t,this.handleResize()):this.resizeTimeout=setTimeout(()=>this.throttledHandleResize(),i)}handleResize(){let t=window.devicePixelRatio||1,i=this.canvas.clientWidth*t,e=this.canvas.clientHeight*t,s=getComputedStyle(this.canvas),r=s.width!==`${this.canvas.width}px`&&s.width!=="auto",h=s.height!==`${this.canvas.height}px`&&s.height!=="auto";(!r||!h)&&(this.canvas.style.width=`${this.canvas.clientWidth}px`,this.canvas.style.height=`${this.canvas.clientHeight}px`),(this.canvas.width!==i||this.canvas.height!==e)&&(this.canvas.width=i,this.canvas.height=e,this.gl.viewport(0,0,this.gl.drawingBufferWidth,this.gl.drawingBufferHeight),this.uniforms.has("u_resolution")&&this.updateUniforms({u_resolution:[this.canvas.width,this.canvas.height]}),this.historyLength>0&&this.historyTexture&&(this.gl.deleteTexture(this.historyTexture),this.initializeHistoryBuffer()),this.onResize?.(this.canvas.width,this.canvas.height))}addEventListeners(){let t=(e,s)=>{if(!this.uniforms.has("u_cursor"))return;let r=this.canvas.getBoundingClientRect();this.cursorPosition[0]=(e-r.left)/r.width,this.cursorPosition[1]=1-(s-r.top)/r.height,this.updateUniforms({u_cursor:[this.cursorPosition[0],this.cursorPosition[1],this.scrollX,this.scrollY]})},i=(e,s,r)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=e,e){let h=this.canvas.getBoundingClientRect(),l=s,c=r;this.clickPosition[0]=(l-h.left)/h.width,this.clickPosition[1]=1-(c-h.top)/h.height}this.updateUniforms({u_click:[this.clickPosition[0],this.clickPosition[1],this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",e=>{let s=e;this.isTouchDevice||t(s.clientX,s.clientY)}),this.eventListeners.set("mousedown",e=>{let s=e;this.isTouchDevice||s.button===0&&(this.isMouseDown=!0,i(!0,s.clientX,s.clientY))}),this.eventListeners.set("mouseup",e=>{let s=e;this.isTouchDevice||s.button===0&&i(!1)}),this.eventListeners.set("wheel",e=>{let s=e;this.scrollX+=s.deltaX*.01,this.scrollY+=s.deltaY*.01,t(s.clientX,s.clientY)}),this.eventListeners.set("touchmove",e=>{let s=e;s.touches.length>0&&t(s.touches[0].clientX,s.touches[0].clientY)}),this.eventListeners.set("touchstart",e=>{let s=e;this.isTouchDevice=!0,s.touches.length>0&&(i(!0,s.touches[0].clientX,s.touches[0].clientY),t(s.touches[0].clientX,s.touches[0].clientY))}),this.eventListeners.set("touchend",e=>{e.touches.length===0&&i(!1)}),this.eventListeners.forEach((e,s)=>{this.canvas.addEventListener(s,e)})}initializeUniform(t,i,e){if(this.uniforms.has(t))throw new Error(`Uniform '${t}' is already initialized.`);if(i!=="float"&&i!=="int")throw new Error(`Invalid uniform type: ${i}. Expected 'float' or 'int'.`);let s=this.gl.getUniformLocation(this.program,t);if(!s){console.debug(`Uniform ${t} not found in fragment shader. Skipping initialization.`);return}if(Array.isArray(e)||(e=[e]),e.length<1||e.length>4)throw new Error(`Invalid uniform value length: ${e.length}. Expected a length between 1 and 4.`);let r=e.length;this.uniforms.set(t,{type:i,length:r,location:s}),this.updateUniforms({[t]:e})}updateUniforms(t){Object.entries(t).forEach(([i,e])=>{if(!this.uniforms.has(i))throw new Error(`Uniform '${i}' is not initialized.`);let s=this.uniforms.get(i);if(Array.isArray(e)||(e=[e]),e.length!==s.length)throw new Error(`Invalid uniform value length: ${e.length}. Expected ${s.length}.`);this.gl[`uniform${s.length}${s.type.charAt(0)}`](s.location,...e)})}step(t){let i=this.gl;if(this.uniforms.has("u_time")&&this.updateUniforms({u_time:t}),this.uniforms.has("u_frame")&&this.updateUniforms({u_frame:this.frame}),this.historyLength>0){let e=this.frame%this.historyLength;i.bindFramebuffer(i.FRAMEBUFFER,null),i.viewport(0,0,this.canvas.width,this.canvas.height),i.clear(i.COLOR_BUFFER_BIT),i.drawArrays(i.TRIANGLES,0,6),i.activeTexture(i.TEXTURE0),i.bindTexture(i.TEXTURE_2D_ARRAY,this.historyTexture),i.copyTexSubImage3D(i.TEXTURE_2D_ARRAY,0,0,0,e,0,0,this.canvas.width,this.canvas.height)}else i.clear(i.COLOR_BUFFER_BIT),i.drawArrays(i.TRIANGLES,0,6);++this.frame}play(t){let i=e=>{e=(e-this.startTime)/1e3,this.step(e),t&&t(e,this.frame),this.animationFrameId=requestAnimationFrame(i)};this.animationFrameId=requestAnimationFrame(i)}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null)}reset(){this.frame=0,this.startTime=performance.now(),this.clearHistory()}save(t){this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.gl.drawArrays(this.gl.TRIANGLES,0,6);let i=this.canvas.toDataURL();t&&!`${t}`.toLowerCase().endsWith(".png")&&(t=`${t}.png`),this.downloadLink.download=t||"export.png",this.downloadLink.href=i,this.downloadLink.click()}initializeTexture(t,i){if(this.textures.has(t))throw new Error(`Texture '${t}' is already initialized.`);let e=this.gl.createTexture();if(!e)throw new Error("Failed to create texture");let s=this.textures.size+1;this.gl.activeTexture(this.gl.TEXTURE0+s),this.gl.bindTexture(this.gl.TEXTURE_2D,e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,!0),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_WRAP_S,this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_WRAP_T,this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_MIN_FILTER,this.gl.LINEAR),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_MAG_FILTER,this.gl.LINEAR),this.textures.set(t,{texture:e,unitIndex:s}),this.updateTextures({[t]:i});let r=this.gl.getUniformLocation(this.program,t);r&&this.gl.uniform1i(r,s)}updateTextures(t){Object.entries(t).forEach(([i,e])=>{let s=this.textures.get(i);if(!s)throw new Error(`Texture '${i}' is not initialized.`);this.gl.activeTexture(this.gl.TEXTURE0+s.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,s.texture),this.gl.texImage2D(this.gl.TEXTURE_2D,0,this.gl.RGBA,this.gl.RGBA,this.gl.UNSIGNED_BYTE,e)})}destroy(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.resizeObserver.unobserve(this.canvas),this.eventListeners.forEach((t,i)=>{this.canvas.removeEventListener(i,t)}),this.program&&this.gl.deleteProgram(this.program),this.textures.forEach(t=>{this.gl.deleteTexture(t.texture)}),this.historyTexture&&(this.gl.deleteTexture(this.historyTexture),this.historyTexture=null),this.buffer&&(this.gl.deleteBuffer(this.buffer),this.buffer=null),this.isInternalCanvas&&this.canvas.remove()}},R=o;
|
|
9
9
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/index.ts"],"sourcesContent":["const defaultVertexShaderSrc = `\nattribute vec2 aPosition;\nvarying vec2 vUv;\nvoid main() {\n vUv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n`;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n}\n\nclass Shader {\n\tprivate canvas: HTMLCanvasElement;\n\tprivate gl: WebGLRenderingContext;\n\tprivate downloadLink: HTMLAnchorElement;\n\tprivate fragmentShaderSrc: string;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate animationFrameId: number | null;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate program: WebGLProgram | null = null;\n\n\tconstructor(fragmentShaderSrc: string, canvas: HTMLCanvasElement | null = null) {\n\t\tthis.canvas = canvas || document.createElement('canvas');\n\t\tif (!canvas) {\n\t\t\tdocument.body.appendChild(this.canvas);\n\t\t\tthis.canvas.style.position = 'fixed';\n\t\t\tthis.canvas.style.inset = '0';\n\t\t\tthis.canvas.style.height = '100dvh';\n\t\t\tthis.canvas.style.width = '100dvw';\n\t\t}\n\t\tthis.gl = this.canvas.getContext('webgl')!;\n\t\tthis.downloadLink = document.createElement('a');\n\t\tthis.fragmentShaderSrc = fragmentShaderSrc;\n\t\tthis.animationFrameId = null;\n\t\tthis.resizeObserver = new ResizeObserver(() => this.resizeCanvas());\n\t\tthis.resizeObserver.observe(this.canvas);\n\t\tthis.init();\n\t\tthis.addEventListeners();\n\t}\n\n\tprivate init() {\n\t\tconst vertexShaderSrc = defaultVertexShaderSrc;\n\n\t\tthis.program = this.gl.createProgram();\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSrc);\n\t\tconst fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, this.fragmentShaderSrc);\n\n\t\tthis.gl.attachShader(this.program, vertexShader);\n\t\tthis.gl.attachShader(this.program, fragmentShader);\n\t\tthis.gl.linkProgram(this.program);\n\n\t\tif (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', this.gl.getProgramInfoLog(this.program));\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t\tthis.program = null;\n\t\t}\n\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tconst aPosition = this.gl.getAttribLocation(this.program, 'aPosition');\n\t\tthis.setupBuffer(aPosition);\n\t\tthis.resizeCanvas();\n\n\t\tthis.gl.useProgram(this.program);\n\n\t\tthis.initializeUniform('uResolution', 'float', [this.canvas.width, this.canvas.height]);\n\t\tthis.initializeUniform('uCursor', 'float', [0.5, 0.5]);\n\t\tthis.initializeUniform('uTime', 'float', 0);\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate setupBuffer(aPosition: number) {\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\n\t\tconst buffer = this.gl.createBuffer();\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, quadVertices, this.gl.STATIC_DRAW);\n\n\t\tthis.gl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);\n\t\tthis.gl.enableVertexAttribArray(aPosition);\n\t\tthis.gl.vertexAttribPointer(aPosition, 2, this.gl.FLOAT, false, 0, 0);\n\t}\n\n\tprivate resizeCanvas() {\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\n\t\tif (this.canvas.width !== width || this.canvas.height !== height) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t\tthis.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n\t\t\tif (this.uniforms.has('uResolution')) {\n\t\t\t\tthis.updateUniforms({ uResolution: [this.canvas.width, this.canvas.height] });\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate addEventListeners() {\n\t\tlet isTouchDevice = false;\n\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('uCursor')) return;\n\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\tconst cursorX = (x - rect.left) / rect.width;\n\t\t\tconst cursorY = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({ uCursor: [cursorX, cursorY] });\n\t\t};\n\n\t\tthis.canvas.addEventListener('mousemove', event => {\n\t\t\tif (!isTouchDevice) {\n\t\t\t\tupdateCursor(event.clientX, event.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.canvas.addEventListener('touchstart', () => {\n\t\t\tisTouchDevice = true;\n\t\t});\n\n\t\tthis.canvas.addEventListener('touchmove', event => {\n\t\t\tif (event.touches.length > 0) {\n\t\t\t\tupdateCursor(event.touches[0].clientX, event.touches[0].clientY);\n\t\t\t}\n\t\t});\n\t}\n\n\tinitializeUniform(name: string, type: 'float' | 'int', value: number | number[]) {\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`Uniform '${name}' is already initialized.`);\n\t\t}\n\n\t\tif (!this.program) {\n\t\t\tthrow new Error('WebGL program is not initialized');\n\t\t}\n\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\n\t\tconst location = this.gl.getUniformLocation(this.program, name);\n\t\tif (!location) {\n\t\t\tconsole.log(`Uniform ${name} not found in fragment shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Array.isArray(value)) {\n\t\t\tvalue = [value];\n\t\t}\n\t\tif (value.length < 1 || value.length > 4) {\n\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected a length between 1 and 4.`);\n\t\t}\n\n\t\tconst length = value.length as 1 | 2 | 3 | 4;\n\t\tthis.uniforms.set(name, { type, length, location });\n\t\tthis.updateUniforms({ [name]: value });\n\t}\n\n\tupdateUniforms(updates: Record<string, number | number[]>) {\n\t\tObject.entries(updates).forEach(([name, value]: [string, number | number[]]) => {\n\t\t\tif (!this.uniforms.has(name)) {\n\t\t\t\tthrow new Error(`Uniform '${name}' is not initialized.`);\n\t\t\t}\n\n\t\t\tconst uniform = this.uniforms.get(name)!;\n\t\t\tif (!Array.isArray(value)) {\n\t\t\t\tvalue = [value];\n\t\t\t}\n\t\t\tif (value.length !== uniform.length) {\n\t\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. 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capturing\n\t\tthis.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\t\tthis.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n\t\tconst image = this.canvas.toDataURL();\n\t\tif (filename && !`${filename}`.toLowerCase().endsWith('.png')) {\n\t\t\tfilename = `${filename}.png`;\n\t\t}\n\t\tconsole.log(image);\n\t\tthis.downloadLink.download = filename || 'export.png';\n\t\tthis.downloadLink.href = image;\n\t\tthis.downloadLink.click();\n\t}\n}\n\nexport default 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ader","quadVertices","buffer","pixelRatio","width","height","isTouchDevice","updateCursor","x","y","rect","cursorX","cursorY","event","name","value","location","length","updates","uniform","callback","renderFrame","time","filename","image"]}
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{"version":3,"sources":["../src/index.ts"],"sourcesContent":["const DEFAULT_VERTEX_SHADER_SRC = `#version 300 es\nin vec2 aPosition;\nout vec2 v_uv;\nvoid main() {\n v_uv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n`;\nconst RESIZE_THROTTLE_INTERVAL = 1000 / 30;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n}\n\ninterface Texture {\n\ttexture: WebGLTexture;\n\tunitIndex: number;\n}\n\ninterface Options {\n\tcanvas?: HTMLCanvasElement | null;\n\thistory?: number;\n}\n\nclass ShaderPad {\n\tprivate isInternalCanvas = false;\n\tprivate isTouchDevice = false;\n\tprivate canvas: HTMLCanvasElement;\n\tprivate gl: WebGL2RenderingContext;\n\tprivate downloadLink: HTMLAnchorElement;\n\tprivate fragmentShaderSrc: string;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate textures: Map<string, Texture> = new Map();\n\tprivate buffer: WebGLBuffer | null = null;\n\tprivate program: WebGLProgram | null = null;\n\tprivate animationFrameId: number | null;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate resizeTimeout: NodeJS.Timeout = null as unknown as NodeJS.Timeout;\n\tprivate lastResizeTime = 0;\n\tprivate eventListeners: Map<string, EventListener> = new Map();\n\tprivate frame = 0;\n\tprivate startTime = 0;\n\tprivate cursorPosition = [0.5, 0.5];\n\tprivate scrollX = 0;\n\tprivate scrollY = 0;\n\tprivate clickPosition = [0.5, 0.5];\n\tprivate isMouseDown = false;\n\tprivate historyLength: number;\n\tprivate historyTexture: WebGLTexture | null = null;\n\tpublic onResize?: (width: number, height: number) => void;\n\n\tconstructor(fragmentShaderSrc: string, options: Options = {}) {\n\t\tthis.canvas = options.canvas || document.createElement('canvas');\n\t\tthis.historyLength = options.history || 0;\n\t\tif (!options.canvas) {\n\t\t\tthis.isInternalCanvas = true;\n\t\t\tdocument.body.appendChild(this.canvas);\n\t\t\tthis.canvas.style.position = 'fixed';\n\t\t\tthis.canvas.style.inset = '0';\n\t\t\tthis.canvas.style.height = '100dvh';\n\t\t\tthis.canvas.style.width = '100dvw';\n\t\t}\n\n\t\tthis.gl = this.canvas.getContext('webgl2', { antialias: false }) as WebGL2RenderingContext;\n\t\tif (!this.gl) {\n\t\t\tthrow new Error('WebGL2 not supported. Please use a browser that supports WebGL2.');\n\t\t}\n\n\t\tthis.downloadLink = document.createElement('a');\n\t\tthis.fragmentShaderSrc = fragmentShaderSrc;\n\t\tthis.animationFrameId = null;\n\t\tthis.resizeObserver = new ResizeObserver(() => this.throttledHandleResize());\n\t\tthis.resizeObserver.observe(this.canvas);\n\t\tthis.init();\n\t\tthis.addEventListeners();\n\t}\n\n\tprivate init() {\n\t\tconst vertexShaderSrc = DEFAULT_VERTEX_SHADER_SRC;\n\n\t\tthis.program = this.gl.createProgram();\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSrc);\n\t\tconst fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, this.fragmentShaderSrc);\n\n\t\tthis.gl.attachShader(this.program, vertexShader);\n\t\tthis.gl.attachShader(this.program, fragmentShader);\n\t\tthis.gl.linkProgram(this.program);\n\t\tthis.gl.deleteShader(vertexShader);\n\t\tthis.gl.deleteShader(fragmentShader);\n\n\t\tif (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', this.gl.getProgramInfoLog(this.program));\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tconst aPosition = this.gl.getAttribLocation(this.program, 'aPosition');\n\t\tthis.setupBuffer(aPosition);\n\t\tthis.handleResize();\n\n\t\tthis.gl.useProgram(this.program);\n\n\t\tthis.initializeUniform('u_resolution', 'float', [this.canvas.width, this.canvas.height]);\n\t\tthis.initializeUniform('u_cursor', 'float', [...this.cursorPosition, this.scrollX, this.scrollY]); // [cursorX, cursorY, scrollX, scrollY]\n\t\tthis.initializeUniform('u_click', 'float', [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0]); // [clickX, clickY, leftClick]\n\t\tthis.initializeUniform('u_time', 'float', 0);\n\t\tthis.initializeUniform('u_frame', 'int', 0);\n\n\t\tif (this.historyLength > 0) {\n\t\t\tthis.initializeHistoryBuffer();\n\t\t}\n\t}\n\n\tprivate initializeHistoryBuffer() {\n\t\tconst { gl } = this;\n\n\t\tthis.historyTexture = gl.createTexture();\n\t\tif (!this.historyTexture) {\n\t\t\tthrow new Error('Failed to create history texture');\n\t\t}\n\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n\t\tgl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, this.canvas.width, this.canvas.height, this.historyLength);\n\t\tgl.activeTexture(gl.TEXTURE0);\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\n\t\tthis.clearHistory();\n\n\t\tif (!this.uniforms.has('u_history')) {\n\t\t\tthis.initializeUniform('u_history', 'int', 0);\n\t\t}\n\t}\n\n\tprivate clearHistory() {\n\t\tconst transparent = new Uint8Array(this.canvas.width * this.canvas.height * 4); // All zeroes.\n\t\tfor (let layer = 0; layer < this.historyLength; ++layer) {\n\t\t\tthis.gl.texSubImage3D(\n\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\tlayer,\n\t\t\t\tthis.canvas.width,\n\t\t\t\tthis.canvas.height,\n\t\t\t\t1,\n\t\t\t\tthis.gl.RGBA,\n\t\t\t\tthis.gl.UNSIGNED_BYTE,\n\t\t\t\ttransparent\n\t\t\t);\n\t\t}\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate setupBuffer(aPosition: number) {\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\n\t\tthis.buffer = this.gl.createBuffer();\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, quadVertices, this.gl.STATIC_DRAW);\n\t\tthis.gl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\tthis.gl.enableVertexAttribArray(aPosition);\n\t\tthis.gl.vertexAttribPointer(aPosition, 2, this.gl.FLOAT, false, 0, 0);\n\t}\n\n\tprivate throttledHandleResize() {\n\t\tclearTimeout(this.resizeTimeout);\n\t\tconst now = performance.now();\n\t\tconst timeUntilNextResize = this.lastResizeTime + RESIZE_THROTTLE_INTERVAL - now;\n\t\tif (timeUntilNextResize <= 0) {\n\t\t\tthis.lastResizeTime = now;\n\t\t\tthis.handleResize();\n\t\t} else {\n\t\t\tthis.resizeTimeout = setTimeout(() => this.throttledHandleResize(), timeUntilNextResize);\n\t\t}\n\t}\n\n\t// TODO: This breaks for `position: fixed; inset: 0` canvases.\n\tprivate handleResize() {\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\n\t\tconst computedStyle = getComputedStyle(this.canvas);\n\t\tconst hasExplicitWidth = computedStyle.width !== `${this.canvas.width}px` && computedStyle.width !== 'auto';\n\t\tconst hasExplicitHeight = computedStyle.height !== `${this.canvas.height}px` && computedStyle.height !== 'auto';\n\t\tif (!hasExplicitWidth || !hasExplicitHeight) {\n\t\t\tthis.canvas.style.width = `${this.canvas.clientWidth}px`;\n\t\t\tthis.canvas.style.height = `${this.canvas.clientHeight}px`;\n\t\t}\n\n\t\tif (this.canvas.width !== width || this.canvas.height !== height) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t\tthis.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n\t\t\tif (this.uniforms.has('u_resolution')) {\n\t\t\t\tthis.updateUniforms({ u_resolution: [this.canvas.width, this.canvas.height] });\n\t\t\t}\n\n\t\t\t// Delete and recreate history buffer, since the canvas size won’t be correct anymore.\n\t\t\tif (this.historyLength > 0 && this.historyTexture) {\n\t\t\t\tthis.gl.deleteTexture(this.historyTexture);\n\t\t\t\tthis.initializeHistoryBuffer();\n\t\t\t}\n\n\t\t\tthis.onResize?.(this.canvas.width, this.canvas.height);\n\t\t}\n\t}\n\n\tprivate addEventListeners() {\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('u_cursor')) return;\n\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\tthis.cursorPosition[0] = (x - rect.left) / rect.width;\n\t\t\tthis.cursorPosition[1] = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({\n\t\t\t\tu_cursor: [this.cursorPosition[0], this.cursorPosition[1], this.scrollX, this.scrollY],\n\t\t\t});\n\t\t};\n\n\t\tconst updateClick = (isMouseDown: boolean, x?: number, y?: number) => {\n\t\t\tif (!this.uniforms.has('u_click')) return;\n\t\t\tthis.isMouseDown = isMouseDown;\n\t\t\tif (isMouseDown) {\n\t\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\t\tconst xVal = x as number;\n\t\t\t\tconst yVal = y as number;\n\t\t\t\tthis.clickPosition[0] = (xVal - rect.left) / rect.width;\n\t\t\t\tthis.clickPosition[1] = 1 - (yVal - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\t}\n\t\t\tthis.updateUniforms({\n\t\t\t\tu_click: [this.clickPosition[0], this.clickPosition[1], this.isMouseDown ? 1.0 : 0.0],\n\t\t\t});\n\t\t};\n\n\t\tthis.eventListeners.set('mousemove', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tupdateCursor(mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mousedown', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tthis.isMouseDown = true;\n\t\t\t\t\tupdateClick(true, mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mouseup', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tupdateClick(false);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('wheel', event => {\n\t\t\tconst wheelEvent = event as WheelEvent;\n\t\t\tthis.scrollX += wheelEvent.deltaX * 0.01;\n\t\t\tthis.scrollY += wheelEvent.deltaY * 0.01;\n\t\t\tupdateCursor(wheelEvent.clientX, wheelEvent.clientY);\n\t\t});\n\n\t\tthis.eventListeners.set('touchmove', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchstart', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tthis.isTouchDevice = true;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateClick(true, touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchend', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length === 0) {\n\t\t\t\tupdateClick(false);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\tthis.canvas.addEventListener(event, listener);\n\t\t});\n\t}\n\n\tinitializeUniform(name: string, type: 'float' | 'int', value: number | number[]) {\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`Uniform '${name}' is already initialized.`);\n\t\t}\n\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\n\t\tconst location = this.gl.getUniformLocation(this.program!, name);\n\t\tif (!location) {\n\t\t\tconsole.debug(`Uniform ${name} not found in fragment shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Array.isArray(value)) {\n\t\t\tvalue = [value];\n\t\t}\n\t\tif (value.length < 1 || value.length > 4) {\n\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected a length between 1 and 4.`);\n\t\t}\n\n\t\tconst length = value.length as 1 | 2 | 3 | 4;\n\t\tthis.uniforms.set(name, { type, length, location });\n\t\tthis.updateUniforms({ [name]: value });\n\t}\n\n\tupdateUniforms(updates: Record<string, number | number[]>) {\n\t\tObject.entries(updates).forEach(([name, value]: [string, number | number[]]) => {\n\t\t\tif (!this.uniforms.has(name)) {\n\t\t\t\tthrow new Error(`Uniform '${name}' is not initialized.`);\n\t\t\t}\n\n\t\t\tconst uniform = this.uniforms.get(name)!;\n\t\t\tif (!Array.isArray(value)) {\n\t\t\t\tvalue = [value];\n\t\t\t}\n\t\t\tif (value.length !== uniform.length) {\n\t\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected ${uniform.length}.`);\n\t\t\t}\n\t\t\t(this.gl as any)[`uniform${uniform.length}${uniform.type.charAt(0)}`](uniform.location, ...value);\n\t\t});\n\t}\n\n\tstep(time: number) {\n\t\tconst gl = this.gl;\n\n\t\tif (this.uniforms.has('u_time')) {\n\t\t\tthis.updateUniforms({ u_time: time });\n\t\t}\n\t\tif (this.uniforms.has('u_frame')) {\n\t\t\tthis.updateUniforms({ u_frame: this.frame });\n\t\t}\n\n\t\tif (this.historyLength > 0) {\n\t\t\tconst writeIdx = this.frame % this.historyLength;\n\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\t\t\tgl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\t\tgl.clear(gl.COLOR_BUFFER_BIT);\n\t\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\n\t\t\tgl.activeTexture(gl.TEXTURE0);\n\t\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\t\t\tgl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, writeIdx, 0, 0, this.canvas.width, this.canvas.height);\n\t\t} else {\n\t\t\tgl.clear(gl.COLOR_BUFFER_BIT);\n\t\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\t\t}\n\n\t\t++this.frame;\n\t}\n\n\tplay(callback?: (time: number, frame: number) => void) {\n\t\tconst loop = (time: number) => {\n\t\t\ttime = (time - this.startTime) / 1000; // Convert from milliseconds to seconds.\n\t\t\tthis.step(time);\n\t\t\tif (callback) callback(time, this.frame);\n\t\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\t};\n\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t}\n\n\treset() {\n\t\tthis.frame = 0;\n\t\tthis.startTime = performance.now();\n\t\tthis.clearHistory();\n\t}\n\n\tsave(filename: string) {\n\t\tthis.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\t\tthis.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n\t\tconst image = this.canvas.toDataURL();\n\t\tif (filename && !`${filename}`.toLowerCase().endsWith('.png')) {\n\t\t\tfilename = `${filename}.png`;\n\t\t}\n\t\tthis.downloadLink.download = filename || 'export.png';\n\t\tthis.downloadLink.href = image;\n\t\tthis.downloadLink.click();\n\t}\n\n\tinitializeTexture(name: string, source: HTMLImageElement | HTMLVideoElement) {\n\t\tif (this.textures.has(name)) {\n\t\t\tthrow new Error(`Texture '${name}' is already initialized.`);\n\t\t}\n\n\t\tconst texture = this.gl.createTexture();\n\t\tif (!texture) {\n\t\t\tthrow new Error('Failed to create texture');\n\t\t}\n\t\tconst unitIndex = this.textures.size + 1; // Start from unit 1 to avoid conflict with history texture at unit 0.\n\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + unitIndex);\n\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, texture);\n\n\t\t// Flip the texture vertically since v_uv is flipped, and set up filters and wrapping.\n\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, true);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);\n\n\t\tthis.textures.set(name, { texture, unitIndex });\n\t\tthis.updateTextures({ [name]: source });\n\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, name);\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tupdateTextures(updates: Record<string, HTMLImageElement | HTMLVideoElement>) {\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tconst info = this.textures.get(name);\n\t\t\tif (!info) {\n\t\t\t\tthrow new Error(`Texture '${name}' is not initialized.`);\n\t\t\t}\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, info.texture);\n\t\t\tthis.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, source);\n\t\t});\n\t}\n\n\tdestroy() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\n\t\tthis.resizeObserver.unobserve(this.canvas);\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\tthis.canvas.removeEventListener(event, listener);\n\t\t});\n\n\t\tif (this.program) {\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t}\n\n\t\tthis.textures.forEach(texture => {\n\t\t\tthis.gl.deleteTexture(texture.texture);\n\t\t});\n\n\t\tif (this.historyTexture) {\n\t\t\tthis.gl.deleteTexture(this.historyTexture);\n\t\t\tthis.historyTexture = null;\n\t\t}\n\n\t\tif (this.buffer) {\n\t\t\tthis.gl.deleteBuffer(this.buffer);\n\t\t\tthis.buffer = null;\n\t\t}\n\n\t\tif (this.isInternalCanvas) {\n\t\t\tthis.canvas.remove();\n\t\t}\n\t}\n}\n\nexport default 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|
package/dist/index.mjs
CHANGED
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
var
|
|
2
|
-
|
|
3
|
-
|
|
1
|
+
var l=`#version 300 es
|
|
2
|
+
in vec2 aPosition;
|
|
3
|
+
out vec2 v_uv;
|
|
4
4
|
void main() {
|
|
5
|
-
|
|
5
|
+
v_uv = aPosition * 0.5 + 0.5;
|
|
6
6
|
gl_Position = vec4(aPosition, 0.0, 1.0);
|
|
7
7
|
}
|
|
8
|
-
`,n=class{constructor(i,r=null){this.uniforms=new Map;this.program=null;this.canvas=r||document.createElement("canvas"),r||(document.body.appendChild(this.canvas),this.canvas.style.position="fixed",this.canvas.style.inset="0",this.canvas.style.height="100dvh",this.canvas.style.width="100dvw"),this.gl=this.canvas.getContext("webgl"),this.downloadLink=document.createElement("a"),this.fragmentShaderSrc=i,this.animationFrameId=null,this.resizeObserver=new ResizeObserver(()=>this.resizeCanvas()),this.resizeObserver.observe(this.canvas),this.init(),this.addEventListeners()}init(){let i=h;if(this.program=this.gl.createProgram(),!this.program)throw new Error("Failed to create WebGL program");let r=this.createShader(this.gl.VERTEX_SHADER,i),t=this.createShader(this.gl.FRAGMENT_SHADER,this.fragmentShaderSrc);if(this.gl.attachShader(this.program,r),this.gl.attachShader(this.program,t),this.gl.linkProgram(this.program),this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS)||(console.error("Program link error:",this.gl.getProgramInfoLog(this.program)),this.gl.deleteProgram(this.program),this.program=null),!this.program)throw new Error("Failed to link WebGL program");let e=this.gl.getAttribLocation(this.program,"aPosition");this.setupBuffer(e),this.resizeCanvas(),this.gl.useProgram(this.program),this.initializeUniform("uResolution","float",[this.canvas.width,this.canvas.height]),this.initializeUniform("uCursor","float",[.5,.5]),this.initializeUniform("uTime","float",0)}createShader(i,r){let t=this.gl.createShader(i);if(this.gl.shaderSource(t,r),this.gl.compileShader(t),!this.gl.getShaderParameter(t,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",r),console.error(this.gl.getShaderInfoLog(t)),this.gl.deleteShader(t),new Error("Shader compilation failed");return t}setupBuffer(i){let r=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]),t=this.gl.createBuffer();this.gl.bindBuffer(this.gl.ARRAY_BUFFER,t),this.gl.bufferData(this.gl.ARRAY_BUFFER,r,this.gl.STATIC_DRAW),this.gl.viewport(0,0,this.canvas.width,this.canvas.height),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,t),this.gl.enableVertexAttribArray(i),this.gl.vertexAttribPointer(i,2,this.gl.FLOAT,!1,0,0)}resizeCanvas(){let i=window.devicePixelRatio||1,r=this.canvas.clientWidth*i,t=this.canvas.clientHeight*i;(this.canvas.width!==r||this.canvas.height!==t)&&(this.canvas.width=r,this.canvas.height=t,this.gl.viewport(0,0,this.gl.drawingBufferWidth,this.gl.drawingBufferHeight),this.uniforms.has("uResolution")&&this.updateUniforms({uResolution:[this.canvas.width,this.canvas.height]}))}addEventListeners(){let i=!1,r=(t,e)=>{if(!this.uniforms.has("uCursor"))return;let s=this.canvas.getBoundingClientRect(),a=(t-s.left)/s.width,o=1-(e-s.top)/s.height;this.updateUniforms({uCursor:[a,o]})};this.canvas.addEventListener("mousemove",t=>{i||r(t.clientX,t.clientY)}),this.canvas.addEventListener("touchstart",()=>{i=!0}),this.canvas.addEventListener("touchmove",t=>{t.touches.length>0&&r(t.touches[0].clientX,t.touches[0].clientY)})}initializeUniform(i,r,t){if(this.uniforms.has(i))throw new Error(`Uniform '${i}' is already initialized.`);if(!this.program)throw new Error("WebGL program is not initialized");if(r!=="float"&&r!=="int")throw new Error(`Invalid uniform type: ${r}. Expected 'float' or 'int'.`);let e=this.gl.getUniformLocation(this.program,i);if(!e){console.log(`Uniform ${i} not found in fragment shader. Skipping initialization.`);return}if(Array.isArray(t)||(t=[t]),t.length<1||t.length>4)throw new Error(`Invalid uniform value length: ${t.length}. Expected a length between 1 and 4.`);let s=t.length;this.uniforms.set(i,{type:r,length:s,location:e}),this.updateUniforms({[i]:t})}updateUniforms(i){Object.entries(i).forEach(([r,t])=>{if(!this.uniforms.has(r))throw new Error(`Uniform '${r}' is not initialized.`);let e=this.uniforms.get(r);if(Array.isArray(t)||(t=[t]),t.length!==e.length)throw new Error(`Invalid uniform value length: ${t.length}. Expected ${e.length}.`);this.gl[`uniform${e.length}${e.type.charAt(0)}`](e.location,...t)})}play(i){let r=t=>{t/=1e3,this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.uniforms.has("uTime")&&this.updateUniforms({uTime:t}),i&&i(t),this.gl.drawArrays(this.gl.TRIANGLES,0,6),this.animationFrameId=requestAnimationFrame(r)};this.animationFrameId=requestAnimationFrame(r)}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null)}save(i){this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.gl.drawArrays(this.gl.TRIANGLES,0,6);let r=this.canvas.toDataURL();i&&!`${i}`.toLowerCase().endsWith(".png")&&(i=`${i}.png`),console.log(r),this.downloadLink.download=i||"export.png",this.downloadLink.href=r,this.downloadLink.click()}},g=n;export{g as default};
|
|
8
|
+
`,c=33.333333333333336,h=class{constructor(t,i={}){this.isInternalCanvas=!1;this.isTouchDevice=!1;this.uniforms=new Map;this.textures=new Map;this.buffer=null;this.program=null;this.resizeTimeout=null;this.lastResizeTime=0;this.eventListeners=new Map;this.frame=0;this.startTime=0;this.cursorPosition=[.5,.5];this.scrollX=0;this.scrollY=0;this.clickPosition=[.5,.5];this.isMouseDown=!1;this.historyTexture=null;if(this.canvas=i.canvas||document.createElement("canvas"),this.historyLength=i.history||0,i.canvas||(this.isInternalCanvas=!0,document.body.appendChild(this.canvas),this.canvas.style.position="fixed",this.canvas.style.inset="0",this.canvas.style.height="100dvh",this.canvas.style.width="100dvw"),this.gl=this.canvas.getContext("webgl2",{antialias:!1}),!this.gl)throw new Error("WebGL2 not supported. Please use a browser that supports WebGL2.");this.downloadLink=document.createElement("a"),this.fragmentShaderSrc=t,this.animationFrameId=null,this.resizeObserver=new ResizeObserver(()=>this.throttledHandleResize()),this.resizeObserver.observe(this.canvas),this.init(),this.addEventListeners()}init(){let t=l;if(this.program=this.gl.createProgram(),!this.program)throw new Error("Failed to create WebGL program");let i=this.createShader(this.gl.VERTEX_SHADER,t),e=this.createShader(this.gl.FRAGMENT_SHADER,this.fragmentShaderSrc);if(this.gl.attachShader(this.program,i),this.gl.attachShader(this.program,e),this.gl.linkProgram(this.program),this.gl.deleteShader(i),this.gl.deleteShader(e),!this.gl.getProgramParameter(this.program,this.gl.LINK_STATUS))throw console.error("Program link error:",this.gl.getProgramInfoLog(this.program)),this.gl.deleteProgram(this.program),new Error("Failed to link WebGL program");let s=this.gl.getAttribLocation(this.program,"aPosition");this.setupBuffer(s),this.handleResize(),this.gl.useProgram(this.program),this.initializeUniform("u_resolution","float",[this.canvas.width,this.canvas.height]),this.initializeUniform("u_cursor","float",[...this.cursorPosition,this.scrollX,this.scrollY]),this.initializeUniform("u_click","float",[...this.clickPosition,this.isMouseDown?1:0]),this.initializeUniform("u_time","float",0),this.initializeUniform("u_frame","int",0),this.historyLength>0&&this.initializeHistoryBuffer()}initializeHistoryBuffer(){let{gl:t}=this;if(this.historyTexture=t.createTexture(),!this.historyTexture)throw new Error("Failed to create history texture");t.bindTexture(t.TEXTURE_2D_ARRAY,this.historyTexture),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D_ARRAY,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texStorage3D(t.TEXTURE_2D_ARRAY,1,t.RGBA8,this.canvas.width,this.canvas.height,this.historyLength),t.activeTexture(t.TEXTURE0),t.bindTexture(t.TEXTURE_2D_ARRAY,this.historyTexture),this.clearHistory(),this.uniforms.has("u_history")||this.initializeUniform("u_history","int",0)}clearHistory(){let t=new Uint8Array(this.canvas.width*this.canvas.height*4);for(let i=0;i<this.historyLength;++i)this.gl.texSubImage3D(this.gl.TEXTURE_2D_ARRAY,0,0,0,i,this.canvas.width,this.canvas.height,1,this.gl.RGBA,this.gl.UNSIGNED_BYTE,t)}createShader(t,i){let e=this.gl.createShader(t);if(this.gl.shaderSource(e,i),this.gl.compileShader(e),!this.gl.getShaderParameter(e,this.gl.COMPILE_STATUS))throw console.error("Shader compilation failed:",i),console.error(this.gl.getShaderInfoLog(e)),this.gl.deleteShader(e),new Error("Shader compilation failed");return e}setupBuffer(t){let i=new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]);this.buffer=this.gl.createBuffer(),this.gl.bindBuffer(this.gl.ARRAY_BUFFER,this.buffer),this.gl.bufferData(this.gl.ARRAY_BUFFER,i,this.gl.STATIC_DRAW),this.gl.viewport(0,0,this.canvas.width,this.canvas.height),this.gl.enableVertexAttribArray(t),this.gl.vertexAttribPointer(t,2,this.gl.FLOAT,!1,0,0)}throttledHandleResize(){clearTimeout(this.resizeTimeout);let t=performance.now(),i=this.lastResizeTime+c-t;i<=0?(this.lastResizeTime=t,this.handleResize()):this.resizeTimeout=setTimeout(()=>this.throttledHandleResize(),i)}handleResize(){let t=window.devicePixelRatio||1,i=this.canvas.clientWidth*t,e=this.canvas.clientHeight*t,s=getComputedStyle(this.canvas),r=s.width!==`${this.canvas.width}px`&&s.width!=="auto",n=s.height!==`${this.canvas.height}px`&&s.height!=="auto";(!r||!n)&&(this.canvas.style.width=`${this.canvas.clientWidth}px`,this.canvas.style.height=`${this.canvas.clientHeight}px`),(this.canvas.width!==i||this.canvas.height!==e)&&(this.canvas.width=i,this.canvas.height=e,this.gl.viewport(0,0,this.gl.drawingBufferWidth,this.gl.drawingBufferHeight),this.uniforms.has("u_resolution")&&this.updateUniforms({u_resolution:[this.canvas.width,this.canvas.height]}),this.historyLength>0&&this.historyTexture&&(this.gl.deleteTexture(this.historyTexture),this.initializeHistoryBuffer()),this.onResize?.(this.canvas.width,this.canvas.height))}addEventListeners(){let t=(e,s)=>{if(!this.uniforms.has("u_cursor"))return;let r=this.canvas.getBoundingClientRect();this.cursorPosition[0]=(e-r.left)/r.width,this.cursorPosition[1]=1-(s-r.top)/r.height,this.updateUniforms({u_cursor:[this.cursorPosition[0],this.cursorPosition[1],this.scrollX,this.scrollY]})},i=(e,s,r)=>{if(this.uniforms.has("u_click")){if(this.isMouseDown=e,e){let n=this.canvas.getBoundingClientRect(),a=s,o=r;this.clickPosition[0]=(a-n.left)/n.width,this.clickPosition[1]=1-(o-n.top)/n.height}this.updateUniforms({u_click:[this.clickPosition[0],this.clickPosition[1],this.isMouseDown?1:0]})}};this.eventListeners.set("mousemove",e=>{let s=e;this.isTouchDevice||t(s.clientX,s.clientY)}),this.eventListeners.set("mousedown",e=>{let s=e;this.isTouchDevice||s.button===0&&(this.isMouseDown=!0,i(!0,s.clientX,s.clientY))}),this.eventListeners.set("mouseup",e=>{let s=e;this.isTouchDevice||s.button===0&&i(!1)}),this.eventListeners.set("wheel",e=>{let s=e;this.scrollX+=s.deltaX*.01,this.scrollY+=s.deltaY*.01,t(s.clientX,s.clientY)}),this.eventListeners.set("touchmove",e=>{let s=e;s.touches.length>0&&t(s.touches[0].clientX,s.touches[0].clientY)}),this.eventListeners.set("touchstart",e=>{let s=e;this.isTouchDevice=!0,s.touches.length>0&&(i(!0,s.touches[0].clientX,s.touches[0].clientY),t(s.touches[0].clientX,s.touches[0].clientY))}),this.eventListeners.set("touchend",e=>{e.touches.length===0&&i(!1)}),this.eventListeners.forEach((e,s)=>{this.canvas.addEventListener(s,e)})}initializeUniform(t,i,e){if(this.uniforms.has(t))throw new Error(`Uniform '${t}' is already initialized.`);if(i!=="float"&&i!=="int")throw new Error(`Invalid uniform type: ${i}. Expected 'float' or 'int'.`);let s=this.gl.getUniformLocation(this.program,t);if(!s){console.debug(`Uniform ${t} not found in fragment shader. Skipping initialization.`);return}if(Array.isArray(e)||(e=[e]),e.length<1||e.length>4)throw new Error(`Invalid uniform value length: ${e.length}. Expected a length between 1 and 4.`);let r=e.length;this.uniforms.set(t,{type:i,length:r,location:s}),this.updateUniforms({[t]:e})}updateUniforms(t){Object.entries(t).forEach(([i,e])=>{if(!this.uniforms.has(i))throw new Error(`Uniform '${i}' is not initialized.`);let s=this.uniforms.get(i);if(Array.isArray(e)||(e=[e]),e.length!==s.length)throw new Error(`Invalid uniform value length: ${e.length}. Expected ${s.length}.`);this.gl[`uniform${s.length}${s.type.charAt(0)}`](s.location,...e)})}step(t){let i=this.gl;if(this.uniforms.has("u_time")&&this.updateUniforms({u_time:t}),this.uniforms.has("u_frame")&&this.updateUniforms({u_frame:this.frame}),this.historyLength>0){let e=this.frame%this.historyLength;i.bindFramebuffer(i.FRAMEBUFFER,null),i.viewport(0,0,this.canvas.width,this.canvas.height),i.clear(i.COLOR_BUFFER_BIT),i.drawArrays(i.TRIANGLES,0,6),i.activeTexture(i.TEXTURE0),i.bindTexture(i.TEXTURE_2D_ARRAY,this.historyTexture),i.copyTexSubImage3D(i.TEXTURE_2D_ARRAY,0,0,0,e,0,0,this.canvas.width,this.canvas.height)}else i.clear(i.COLOR_BUFFER_BIT),i.drawArrays(i.TRIANGLES,0,6);++this.frame}play(t){let i=e=>{e=(e-this.startTime)/1e3,this.step(e),t&&t(e,this.frame),this.animationFrameId=requestAnimationFrame(i)};this.animationFrameId=requestAnimationFrame(i)}pause(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null)}reset(){this.frame=0,this.startTime=performance.now(),this.clearHistory()}save(t){this.gl.clear(this.gl.COLOR_BUFFER_BIT),this.gl.drawArrays(this.gl.TRIANGLES,0,6);let i=this.canvas.toDataURL();t&&!`${t}`.toLowerCase().endsWith(".png")&&(t=`${t}.png`),this.downloadLink.download=t||"export.png",this.downloadLink.href=i,this.downloadLink.click()}initializeTexture(t,i){if(this.textures.has(t))throw new Error(`Texture '${t}' is already initialized.`);let e=this.gl.createTexture();if(!e)throw new Error("Failed to create texture");let s=this.textures.size+1;this.gl.activeTexture(this.gl.TEXTURE0+s),this.gl.bindTexture(this.gl.TEXTURE_2D,e),this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL,!0),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_WRAP_S,this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_WRAP_T,this.gl.CLAMP_TO_EDGE),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_MIN_FILTER,this.gl.LINEAR),this.gl.texParameteri(this.gl.TEXTURE_2D,this.gl.TEXTURE_MAG_FILTER,this.gl.LINEAR),this.textures.set(t,{texture:e,unitIndex:s}),this.updateTextures({[t]:i});let r=this.gl.getUniformLocation(this.program,t);r&&this.gl.uniform1i(r,s)}updateTextures(t){Object.entries(t).forEach(([i,e])=>{let s=this.textures.get(i);if(!s)throw new Error(`Texture '${i}' is not initialized.`);this.gl.activeTexture(this.gl.TEXTURE0+s.unitIndex),this.gl.bindTexture(this.gl.TEXTURE_2D,s.texture),this.gl.texImage2D(this.gl.TEXTURE_2D,0,this.gl.RGBA,this.gl.RGBA,this.gl.UNSIGNED_BYTE,e)})}destroy(){this.animationFrameId&&(cancelAnimationFrame(this.animationFrameId),this.animationFrameId=null),this.resizeObserver.unobserve(this.canvas),this.eventListeners.forEach((t,i)=>{this.canvas.removeEventListener(i,t)}),this.program&&this.gl.deleteProgram(this.program),this.textures.forEach(t=>{this.gl.deleteTexture(t.texture)}),this.historyTexture&&(this.gl.deleteTexture(this.historyTexture),this.historyTexture=null),this.buffer&&(this.gl.deleteBuffer(this.buffer),this.buffer=null),this.isInternalCanvas&&this.canvas.remove()}},g=h;export{g as default};
|
|
9
9
|
//# sourceMappingURL=index.mjs.map
|
package/dist/index.mjs.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../src/index.ts"],"sourcesContent":["const defaultVertexShaderSrc = `\nattribute vec2 aPosition;\nvarying vec2 vUv;\nvoid main() {\n vUv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n`;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n}\n\nclass Shader {\n\tprivate canvas: HTMLCanvasElement;\n\tprivate gl: WebGLRenderingContext;\n\tprivate downloadLink: HTMLAnchorElement;\n\tprivate fragmentShaderSrc: string;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate animationFrameId: number | null;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate program: WebGLProgram | null = null;\n\n\tconstructor(fragmentShaderSrc: string, canvas: HTMLCanvasElement | null = null) {\n\t\tthis.canvas = canvas || document.createElement('canvas');\n\t\tif (!canvas) {\n\t\t\tdocument.body.appendChild(this.canvas);\n\t\t\tthis.canvas.style.position = 'fixed';\n\t\t\tthis.canvas.style.inset = '0';\n\t\t\tthis.canvas.style.height = '100dvh';\n\t\t\tthis.canvas.style.width = '100dvw';\n\t\t}\n\t\tthis.gl = this.canvas.getContext('webgl')!;\n\t\tthis.downloadLink = document.createElement('a');\n\t\tthis.fragmentShaderSrc = fragmentShaderSrc;\n\t\tthis.animationFrameId = null;\n\t\tthis.resizeObserver = new ResizeObserver(() => this.resizeCanvas());\n\t\tthis.resizeObserver.observe(this.canvas);\n\t\tthis.init();\n\t\tthis.addEventListeners();\n\t}\n\n\tprivate init() {\n\t\tconst vertexShaderSrc = defaultVertexShaderSrc;\n\n\t\tthis.program = this.gl.createProgram();\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSrc);\n\t\tconst fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, this.fragmentShaderSrc);\n\n\t\tthis.gl.attachShader(this.program, vertexShader);\n\t\tthis.gl.attachShader(this.program, fragmentShader);\n\t\tthis.gl.linkProgram(this.program);\n\n\t\tif (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', this.gl.getProgramInfoLog(this.program));\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t\tthis.program = null;\n\t\t}\n\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tconst aPosition = this.gl.getAttribLocation(this.program, 'aPosition');\n\t\tthis.setupBuffer(aPosition);\n\t\tthis.resizeCanvas();\n\n\t\tthis.gl.useProgram(this.program);\n\n\t\tthis.initializeUniform('uResolution', 'float', [this.canvas.width, this.canvas.height]);\n\t\tthis.initializeUniform('uCursor', 'float', [0.5, 0.5]);\n\t\tthis.initializeUniform('uTime', 'float', 0);\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate setupBuffer(aPosition: number) {\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\n\t\tconst buffer = this.gl.createBuffer();\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, quadVertices, this.gl.STATIC_DRAW);\n\n\t\tthis.gl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);\n\t\tthis.gl.enableVertexAttribArray(aPosition);\n\t\tthis.gl.vertexAttribPointer(aPosition, 2, this.gl.FLOAT, false, 0, 0);\n\t}\n\n\tprivate resizeCanvas() {\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\n\t\tif (this.canvas.width !== width || this.canvas.height !== height) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t\tthis.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n\t\t\tif (this.uniforms.has('uResolution')) {\n\t\t\t\tthis.updateUniforms({ uResolution: [this.canvas.width, this.canvas.height] });\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate addEventListeners() {\n\t\tlet isTouchDevice = false;\n\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('uCursor')) return;\n\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\tconst cursorX = (x - rect.left) / rect.width;\n\t\t\tconst cursorY = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({ uCursor: [cursorX, cursorY] });\n\t\t};\n\n\t\tthis.canvas.addEventListener('mousemove', event => {\n\t\t\tif (!isTouchDevice) {\n\t\t\t\tupdateCursor(event.clientX, event.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.canvas.addEventListener('touchstart', () => {\n\t\t\tisTouchDevice = true;\n\t\t});\n\n\t\tthis.canvas.addEventListener('touchmove', event => {\n\t\t\tif (event.touches.length > 0) {\n\t\t\t\tupdateCursor(event.touches[0].clientX, event.touches[0].clientY);\n\t\t\t}\n\t\t});\n\t}\n\n\tinitializeUniform(name: string, type: 'float' | 'int', value: number | number[]) {\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`Uniform '${name}' is already initialized.`);\n\t\t}\n\n\t\tif (!this.program) {\n\t\t\tthrow new Error('WebGL program is not initialized');\n\t\t}\n\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\n\t\tconst location = this.gl.getUniformLocation(this.program, name);\n\t\tif (!location) {\n\t\t\tconsole.log(`Uniform ${name} not found in fragment shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Array.isArray(value)) {\n\t\t\tvalue = [value];\n\t\t}\n\t\tif (value.length < 1 || value.length > 4) {\n\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected a length between 1 and 4.`);\n\t\t}\n\n\t\tconst length = value.length as 1 | 2 | 3 | 4;\n\t\tthis.uniforms.set(name, { type, length, location });\n\t\tthis.updateUniforms({ [name]: value });\n\t}\n\n\tupdateUniforms(updates: Record<string, number | number[]>) {\n\t\tObject.entries(updates).forEach(([name, value]: [string, number | number[]]) => {\n\t\t\tif (!this.uniforms.has(name)) {\n\t\t\t\tthrow new Error(`Uniform '${name}' is not initialized.`);\n\t\t\t}\n\n\t\t\tconst uniform = this.uniforms.get(name)!;\n\t\t\tif (!Array.isArray(value)) {\n\t\t\t\tvalue = [value];\n\t\t\t}\n\t\t\tif (value.length !== uniform.length) {\n\t\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected ${uniform.length}.`);\n\t\t\t}\n\t\t\t(this.gl as any)[`uniform${uniform.length}${uniform.type.charAt(0)}`](uniform.location, ...value);\n\t\t});\n\t}\n\n\tplay(callback?: (time: number) => void) {\n\t\tconst renderFrame = (time: number) => {\n\t\t\ttime /= 1000; // Convert from milliseconds to seconds.\n\n\t\t\tthis.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\n\t\t\tif (this.uniforms.has('uTime')) {\n\t\t\t\tthis.updateUniforms({ uTime: time });\n\t\t\t}\n\n\t\t\tif (callback) callback(time);\n\n\t\t\tthis.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\t\t\tthis.animationFrameId = requestAnimationFrame(renderFrame);\n\t\t};\n\n\t\tthis.animationFrameId = requestAnimationFrame(renderFrame);\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t}\n\n\tsave(filename: string) {\n\t\t// Ensure the canvas is rendered before 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|
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1
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+
{"version":3,"sources":["../src/index.ts"],"sourcesContent":["const DEFAULT_VERTEX_SHADER_SRC = `#version 300 es\nin vec2 aPosition;\nout vec2 v_uv;\nvoid main() {\n v_uv = aPosition * 0.5 + 0.5;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n}\n`;\nconst RESIZE_THROTTLE_INTERVAL = 1000 / 30;\n\ninterface Uniform {\n\ttype: 'float' | 'int';\n\tlength: 1 | 2 | 3 | 4;\n\tlocation: WebGLUniformLocation;\n}\n\ninterface Texture {\n\ttexture: WebGLTexture;\n\tunitIndex: number;\n}\n\ninterface Options {\n\tcanvas?: HTMLCanvasElement | null;\n\thistory?: number;\n}\n\nclass ShaderPad {\n\tprivate isInternalCanvas = false;\n\tprivate isTouchDevice = false;\n\tprivate canvas: HTMLCanvasElement;\n\tprivate gl: WebGL2RenderingContext;\n\tprivate downloadLink: HTMLAnchorElement;\n\tprivate fragmentShaderSrc: string;\n\tprivate uniforms: Map<string, Uniform> = new Map();\n\tprivate textures: Map<string, Texture> = new Map();\n\tprivate buffer: WebGLBuffer | null = null;\n\tprivate program: WebGLProgram | null = null;\n\tprivate animationFrameId: number | null;\n\tprivate resizeObserver: ResizeObserver;\n\tprivate resizeTimeout: NodeJS.Timeout = null as unknown as NodeJS.Timeout;\n\tprivate lastResizeTime = 0;\n\tprivate eventListeners: Map<string, EventListener> = new Map();\n\tprivate frame = 0;\n\tprivate startTime = 0;\n\tprivate cursorPosition = [0.5, 0.5];\n\tprivate scrollX = 0;\n\tprivate scrollY = 0;\n\tprivate clickPosition = [0.5, 0.5];\n\tprivate isMouseDown = false;\n\tprivate historyLength: number;\n\tprivate historyTexture: WebGLTexture | null = null;\n\tpublic onResize?: (width: number, height: number) => void;\n\n\tconstructor(fragmentShaderSrc: string, options: Options = {}) {\n\t\tthis.canvas = options.canvas || document.createElement('canvas');\n\t\tthis.historyLength = options.history || 0;\n\t\tif (!options.canvas) {\n\t\t\tthis.isInternalCanvas = true;\n\t\t\tdocument.body.appendChild(this.canvas);\n\t\t\tthis.canvas.style.position = 'fixed';\n\t\t\tthis.canvas.style.inset = '0';\n\t\t\tthis.canvas.style.height = '100dvh';\n\t\t\tthis.canvas.style.width = '100dvw';\n\t\t}\n\n\t\tthis.gl = this.canvas.getContext('webgl2', { antialias: false }) as WebGL2RenderingContext;\n\t\tif (!this.gl) {\n\t\t\tthrow new Error('WebGL2 not supported. Please use a browser that supports WebGL2.');\n\t\t}\n\n\t\tthis.downloadLink = document.createElement('a');\n\t\tthis.fragmentShaderSrc = fragmentShaderSrc;\n\t\tthis.animationFrameId = null;\n\t\tthis.resizeObserver = new ResizeObserver(() => this.throttledHandleResize());\n\t\tthis.resizeObserver.observe(this.canvas);\n\t\tthis.init();\n\t\tthis.addEventListeners();\n\t}\n\n\tprivate init() {\n\t\tconst vertexShaderSrc = DEFAULT_VERTEX_SHADER_SRC;\n\n\t\tthis.program = this.gl.createProgram();\n\t\tif (!this.program) {\n\t\t\tthrow new Error('Failed to create WebGL program');\n\t\t}\n\t\tconst vertexShader = this.createShader(this.gl.VERTEX_SHADER, vertexShaderSrc);\n\t\tconst fragmentShader = this.createShader(this.gl.FRAGMENT_SHADER, this.fragmentShaderSrc);\n\n\t\tthis.gl.attachShader(this.program, vertexShader);\n\t\tthis.gl.attachShader(this.program, fragmentShader);\n\t\tthis.gl.linkProgram(this.program);\n\t\tthis.gl.deleteShader(vertexShader);\n\t\tthis.gl.deleteShader(fragmentShader);\n\n\t\tif (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n\t\t\tconsole.error('Program link error:', this.gl.getProgramInfoLog(this.program));\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t\tthrow new Error('Failed to link WebGL program');\n\t\t}\n\n\t\tconst aPosition = this.gl.getAttribLocation(this.program, 'aPosition');\n\t\tthis.setupBuffer(aPosition);\n\t\tthis.handleResize();\n\n\t\tthis.gl.useProgram(this.program);\n\n\t\tthis.initializeUniform('u_resolution', 'float', [this.canvas.width, this.canvas.height]);\n\t\tthis.initializeUniform('u_cursor', 'float', [...this.cursorPosition, this.scrollX, this.scrollY]); // [cursorX, cursorY, scrollX, scrollY]\n\t\tthis.initializeUniform('u_click', 'float', [...this.clickPosition, this.isMouseDown ? 1.0 : 0.0]); // [clickX, clickY, leftClick]\n\t\tthis.initializeUniform('u_time', 'float', 0);\n\t\tthis.initializeUniform('u_frame', 'int', 0);\n\n\t\tif (this.historyLength > 0) {\n\t\t\tthis.initializeHistoryBuffer();\n\t\t}\n\t}\n\n\tprivate initializeHistoryBuffer() {\n\t\tconst { gl } = this;\n\n\t\tthis.historyTexture = gl.createTexture();\n\t\tif (!this.historyTexture) {\n\t\t\tthrow new Error('Failed to create history texture');\n\t\t}\n\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n\t\tgl.texParameteri(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n\t\tgl.texStorage3D(gl.TEXTURE_2D_ARRAY, 1, gl.RGBA8, this.canvas.width, this.canvas.height, this.historyLength);\n\t\tgl.activeTexture(gl.TEXTURE0);\n\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\n\t\tthis.clearHistory();\n\n\t\tif (!this.uniforms.has('u_history')) {\n\t\t\tthis.initializeUniform('u_history', 'int', 0);\n\t\t}\n\t}\n\n\tprivate clearHistory() {\n\t\tconst transparent = new Uint8Array(this.canvas.width * this.canvas.height * 4); // All zeroes.\n\t\tfor (let layer = 0; layer < this.historyLength; ++layer) {\n\t\t\tthis.gl.texSubImage3D(\n\t\t\t\tthis.gl.TEXTURE_2D_ARRAY,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\t0,\n\t\t\t\tlayer,\n\t\t\t\tthis.canvas.width,\n\t\t\t\tthis.canvas.height,\n\t\t\t\t1,\n\t\t\t\tthis.gl.RGBA,\n\t\t\t\tthis.gl.UNSIGNED_BYTE,\n\t\t\t\ttransparent\n\t\t\t);\n\t\t}\n\t}\n\n\tprivate createShader(type: number, source: string): WebGLShader {\n\t\tconst shader = this.gl.createShader(type)!;\n\t\tthis.gl.shaderSource(shader, source);\n\t\tthis.gl.compileShader(shader);\n\t\tif (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {\n\t\t\tconsole.error('Shader compilation failed:', source);\n\t\t\tconsole.error(this.gl.getShaderInfoLog(shader));\n\t\t\tthis.gl.deleteShader(shader);\n\t\t\tthrow new Error('Shader compilation failed');\n\t\t}\n\t\treturn shader;\n\t}\n\n\tprivate setupBuffer(aPosition: number) {\n\t\tconst quadVertices = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);\n\n\t\tthis.buffer = this.gl.createBuffer();\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, quadVertices, this.gl.STATIC_DRAW);\n\t\tthis.gl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\tthis.gl.enableVertexAttribArray(aPosition);\n\t\tthis.gl.vertexAttribPointer(aPosition, 2, this.gl.FLOAT, false, 0, 0);\n\t}\n\n\tprivate throttledHandleResize() {\n\t\tclearTimeout(this.resizeTimeout);\n\t\tconst now = performance.now();\n\t\tconst timeUntilNextResize = this.lastResizeTime + RESIZE_THROTTLE_INTERVAL - now;\n\t\tif (timeUntilNextResize <= 0) {\n\t\t\tthis.lastResizeTime = now;\n\t\t\tthis.handleResize();\n\t\t} else {\n\t\t\tthis.resizeTimeout = setTimeout(() => this.throttledHandleResize(), timeUntilNextResize);\n\t\t}\n\t}\n\n\t// TODO: This breaks for `position: fixed; inset: 0` canvases.\n\tprivate handleResize() {\n\t\tconst pixelRatio = window.devicePixelRatio || 1;\n\t\tconst width = this.canvas.clientWidth * pixelRatio;\n\t\tconst height = this.canvas.clientHeight * pixelRatio;\n\n\t\tconst computedStyle = getComputedStyle(this.canvas);\n\t\tconst hasExplicitWidth = computedStyle.width !== `${this.canvas.width}px` && computedStyle.width !== 'auto';\n\t\tconst hasExplicitHeight = computedStyle.height !== `${this.canvas.height}px` && computedStyle.height !== 'auto';\n\t\tif (!hasExplicitWidth || !hasExplicitHeight) {\n\t\t\tthis.canvas.style.width = `${this.canvas.clientWidth}px`;\n\t\t\tthis.canvas.style.height = `${this.canvas.clientHeight}px`;\n\t\t}\n\n\t\tif (this.canvas.width !== width || this.canvas.height !== height) {\n\t\t\tthis.canvas.width = width;\n\t\t\tthis.canvas.height = height;\n\t\t\tthis.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n\t\t\tif (this.uniforms.has('u_resolution')) {\n\t\t\t\tthis.updateUniforms({ u_resolution: [this.canvas.width, this.canvas.height] });\n\t\t\t}\n\n\t\t\t// Delete and recreate history buffer, since the canvas size won’t be correct anymore.\n\t\t\tif (this.historyLength > 0 && this.historyTexture) {\n\t\t\t\tthis.gl.deleteTexture(this.historyTexture);\n\t\t\t\tthis.initializeHistoryBuffer();\n\t\t\t}\n\n\t\t\tthis.onResize?.(this.canvas.width, this.canvas.height);\n\t\t}\n\t}\n\n\tprivate addEventListeners() {\n\t\tconst updateCursor = (x: number, y: number) => {\n\t\t\tif (!this.uniforms.has('u_cursor')) return;\n\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\tthis.cursorPosition[0] = (x - rect.left) / rect.width;\n\t\t\tthis.cursorPosition[1] = 1 - (y - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\tthis.updateUniforms({\n\t\t\t\tu_cursor: [this.cursorPosition[0], this.cursorPosition[1], this.scrollX, this.scrollY],\n\t\t\t});\n\t\t};\n\n\t\tconst updateClick = (isMouseDown: boolean, x?: number, y?: number) => {\n\t\t\tif (!this.uniforms.has('u_click')) return;\n\t\t\tthis.isMouseDown = isMouseDown;\n\t\t\tif (isMouseDown) {\n\t\t\t\tconst rect = this.canvas.getBoundingClientRect();\n\t\t\t\tconst xVal = x as number;\n\t\t\t\tconst yVal = y as number;\n\t\t\t\tthis.clickPosition[0] = (xVal - rect.left) / rect.width;\n\t\t\t\tthis.clickPosition[1] = 1 - (yVal - rect.top) / rect.height; // Flip Y for WebGL\n\t\t\t}\n\t\t\tthis.updateUniforms({\n\t\t\t\tu_click: [this.clickPosition[0], this.clickPosition[1], this.isMouseDown ? 1.0 : 0.0],\n\t\t\t});\n\t\t};\n\n\t\tthis.eventListeners.set('mousemove', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tupdateCursor(mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mousedown', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tthis.isMouseDown = true;\n\t\t\t\t\tupdateClick(true, mouseEvent.clientX, mouseEvent.clientY);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('mouseup', event => {\n\t\t\tconst mouseEvent = event as MouseEvent;\n\t\t\tif (!this.isTouchDevice) {\n\t\t\t\tif (mouseEvent.button === 0) {\n\t\t\t\t\tupdateClick(false);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('wheel', event => {\n\t\t\tconst wheelEvent = event as WheelEvent;\n\t\t\tthis.scrollX += wheelEvent.deltaX * 0.01;\n\t\t\tthis.scrollY += wheelEvent.deltaY * 0.01;\n\t\t\tupdateCursor(wheelEvent.clientX, wheelEvent.clientY);\n\t\t});\n\n\t\tthis.eventListeners.set('touchmove', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchstart', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tthis.isTouchDevice = true;\n\t\t\tif (touchEvent.touches.length > 0) {\n\t\t\t\tupdateClick(true, touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t\tupdateCursor(touchEvent.touches[0].clientX, touchEvent.touches[0].clientY);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.set('touchend', event => {\n\t\t\tconst touchEvent = event as TouchEvent;\n\t\t\tif (touchEvent.touches.length === 0) {\n\t\t\t\tupdateClick(false);\n\t\t\t}\n\t\t});\n\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\tthis.canvas.addEventListener(event, listener);\n\t\t});\n\t}\n\n\tinitializeUniform(name: string, type: 'float' | 'int', value: number | number[]) {\n\t\tif (this.uniforms.has(name)) {\n\t\t\tthrow new Error(`Uniform '${name}' is already initialized.`);\n\t\t}\n\n\t\tif (type !== 'float' && type !== 'int') {\n\t\t\tthrow new Error(`Invalid uniform type: ${type}. Expected 'float' or 'int'.`);\n\t\t}\n\n\t\tconst location = this.gl.getUniformLocation(this.program!, name);\n\t\tif (!location) {\n\t\t\tconsole.debug(`Uniform ${name} not found in fragment shader. Skipping initialization.`);\n\t\t\treturn;\n\t\t}\n\n\t\tif (!Array.isArray(value)) {\n\t\t\tvalue = [value];\n\t\t}\n\t\tif (value.length < 1 || value.length > 4) {\n\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected a length between 1 and 4.`);\n\t\t}\n\n\t\tconst length = value.length as 1 | 2 | 3 | 4;\n\t\tthis.uniforms.set(name, { type, length, location });\n\t\tthis.updateUniforms({ [name]: value });\n\t}\n\n\tupdateUniforms(updates: Record<string, number | number[]>) {\n\t\tObject.entries(updates).forEach(([name, value]: [string, number | number[]]) => {\n\t\t\tif (!this.uniforms.has(name)) {\n\t\t\t\tthrow new Error(`Uniform '${name}' is not initialized.`);\n\t\t\t}\n\n\t\t\tconst uniform = this.uniforms.get(name)!;\n\t\t\tif (!Array.isArray(value)) {\n\t\t\t\tvalue = [value];\n\t\t\t}\n\t\t\tif (value.length !== uniform.length) {\n\t\t\t\tthrow new Error(`Invalid uniform value length: ${value.length}. Expected ${uniform.length}.`);\n\t\t\t}\n\t\t\t(this.gl as any)[`uniform${uniform.length}${uniform.type.charAt(0)}`](uniform.location, ...value);\n\t\t});\n\t}\n\n\tstep(time: number) {\n\t\tconst gl = this.gl;\n\n\t\tif (this.uniforms.has('u_time')) {\n\t\t\tthis.updateUniforms({ u_time: time });\n\t\t}\n\t\tif (this.uniforms.has('u_frame')) {\n\t\t\tthis.updateUniforms({ u_frame: this.frame });\n\t\t}\n\n\t\tif (this.historyLength > 0) {\n\t\t\tconst writeIdx = this.frame % this.historyLength;\n\n\t\t\tgl.bindFramebuffer(gl.FRAMEBUFFER, null);\n\t\t\tgl.viewport(0, 0, this.canvas.width, this.canvas.height);\n\t\t\tgl.clear(gl.COLOR_BUFFER_BIT);\n\t\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\n\t\t\tgl.activeTexture(gl.TEXTURE0);\n\t\t\tgl.bindTexture(gl.TEXTURE_2D_ARRAY, this.historyTexture);\n\t\t\tgl.copyTexSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, writeIdx, 0, 0, this.canvas.width, this.canvas.height);\n\t\t} else {\n\t\t\tgl.clear(gl.COLOR_BUFFER_BIT);\n\t\t\tgl.drawArrays(gl.TRIANGLES, 0, 6);\n\t\t}\n\n\t\t++this.frame;\n\t}\n\n\tplay(callback?: (time: number, frame: number) => void) {\n\t\tconst loop = (time: number) => {\n\t\t\ttime = (time - this.startTime) / 1000; // Convert from milliseconds to seconds.\n\t\t\tthis.step(time);\n\t\t\tif (callback) callback(time, this.frame);\n\t\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t\t};\n\t\tthis.animationFrameId = requestAnimationFrame(loop);\n\t}\n\n\tpause() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\t}\n\n\treset() {\n\t\tthis.frame = 0;\n\t\tthis.startTime = performance.now();\n\t\tthis.clearHistory();\n\t}\n\n\tsave(filename: string) {\n\t\tthis.gl.clear(this.gl.COLOR_BUFFER_BIT);\n\t\tthis.gl.drawArrays(this.gl.TRIANGLES, 0, 6);\n\n\t\tconst image = this.canvas.toDataURL();\n\t\tif (filename && !`${filename}`.toLowerCase().endsWith('.png')) {\n\t\t\tfilename = `${filename}.png`;\n\t\t}\n\t\tthis.downloadLink.download = filename || 'export.png';\n\t\tthis.downloadLink.href = image;\n\t\tthis.downloadLink.click();\n\t}\n\n\tinitializeTexture(name: string, source: HTMLImageElement | HTMLVideoElement) {\n\t\tif (this.textures.has(name)) {\n\t\t\tthrow new Error(`Texture '${name}' is already initialized.`);\n\t\t}\n\n\t\tconst texture = this.gl.createTexture();\n\t\tif (!texture) {\n\t\t\tthrow new Error('Failed to create texture');\n\t\t}\n\t\tconst unitIndex = this.textures.size + 1; // Start from unit 1 to avoid conflict with history texture at unit 0.\n\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + unitIndex);\n\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, texture);\n\n\t\t// Flip the texture vertically since v_uv is flipped, and set up filters and wrapping.\n\t\tthis.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, true);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);\n\t\tthis.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);\n\n\t\tthis.textures.set(name, { texture, unitIndex });\n\t\tthis.updateTextures({ [name]: source });\n\n\t\tconst uSampler = this.gl.getUniformLocation(this.program!, name);\n\t\tif (uSampler) {\n\t\t\tthis.gl.uniform1i(uSampler, unitIndex);\n\t\t}\n\t}\n\n\tupdateTextures(updates: Record<string, HTMLImageElement | HTMLVideoElement>) {\n\t\tObject.entries(updates).forEach(([name, source]) => {\n\t\t\tconst info = this.textures.get(name);\n\t\t\tif (!info) {\n\t\t\t\tthrow new Error(`Texture '${name}' is not initialized.`);\n\t\t\t}\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0 + info.unitIndex);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, info.texture);\n\t\t\tthis.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, source);\n\t\t});\n\t}\n\n\tdestroy() {\n\t\tif (this.animationFrameId) {\n\t\t\tcancelAnimationFrame(this.animationFrameId);\n\t\t\tthis.animationFrameId = null;\n\t\t}\n\n\t\tthis.resizeObserver.unobserve(this.canvas);\n\t\tthis.eventListeners.forEach((listener, event) => {\n\t\t\tthis.canvas.removeEventListener(event, listener);\n\t\t});\n\n\t\tif (this.program) {\n\t\t\tthis.gl.deleteProgram(this.program);\n\t\t}\n\n\t\tthis.textures.forEach(texture => {\n\t\t\tthis.gl.deleteTexture(texture.texture);\n\t\t});\n\n\t\tif (this.historyTexture) {\n\t\t\tthis.gl.deleteTexture(this.historyTexture);\n\t\t\tthis.historyTexture = null;\n\t\t}\n\n\t\tif (this.buffer) {\n\t\t\tthis.gl.deleteBuffer(this.buffer);\n\t\t\tthis.buffer = null;\n\t\t}\n\n\t\tif (this.isInternalCanvas) {\n\t\t\tthis.canvas.remove();\n\t\t}\n\t}\n}\n\nexport default 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