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index.d.ts
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index.d.ts
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export = Beam
declare namespace Beam {
export enum SchemaTypes {
vec4 = 'vec4',
vec3 = 'vec3',
vec2 = 'vec2',
int = 'int',
float = 'float',
mat4 = 'mat4',
mat3 = 'mat3',
mat2 = 'mat2',
tex2D = 'tex2D',
texCube = 'texCube',
}
export enum ResourceTypes {
VertexBuffers = 'VertexBuffers',
IndexBuffer = 'IndexBuffer',
Textures = 'Textures',
Uniforms = 'Uniforms',
}
export enum GLTypes {
Triangles = 'Triangles',
Lines = 'Lines',
Repeat = 'Repeat',
MirroredRepeat = 'MirroredRepeat',
ClampToEdge = 'ClampToEdge',
Nearest = 'Nearest',
Linear = 'Linear',
NearestMipmapNearest = 'NearestMipmapNearest',
LinearMipmapNearest = 'LinearMipmapNearest',
NearestMipmapLinear = 'NearestMipmapLinear',
LinearMipmapLinear = 'LinearMipmapLinear',
RGB = 'RGB',
RGBA = 'RGBA',
SRGB = 'SRGB',
}
type UniformValue =
| number
| number[]
| Float32Array
| Float64Array
| Uint8Array
| Uint16Array
| Uint32Array
| Int8Array
| Int16Array
| Int32Array
type VertexBufferValue = number[] | Float32Array
interface ShaderBuffersTemplate {
[key: string]: {
type: SchemaTypes
default?: VertexBufferValue
n?: number
}
}
interface ShaderUniformsTemplate {
[key: string]: {
type: SchemaTypes
default?: UniformValue
}
}
interface ShaderTexturesTemplate {
[key: string]: {
type: SchemaTypes
default?: any
}
}
interface VertexBufferResourceState {
[key: string]: VertexBufferValue
}
interface IndexBufferResourceState {
array: number[] | Uint16Array | Uint32Array
offset?: number
count?: number
}
interface TextureState {
image?: HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageBitmap
/** @default false */
flip?: boolean
/** @default GLTypes.Repeat */
wrapS?: GLTypes.Repeat | GLTypes.MirroredRepeat | GLTypes.ClampToEdge
/** @default GLTypes.Repeat */
wrapT?: GLTypes.Repeat | GLTypes.MirroredRepeat | GLTypes.ClampToEdge
/** @default GLTypes.Linear */
magFilter?: GLTypes.Linear | GLTypes.Nearest
/** @default GLTypes.Linear */
minFilter?:
| GLTypes.Linear
| GLTypes.Nearest
| GLTypes.LinearMipmapNearest
| GLTypes.NearestMipmapLinear
| GLTypes.LinearMipmapLinear
/** @default GLTypes.RGBA */
space?: GLTypes.RGB | GLTypes.RGBA | GLTypes.SRGB
/**
* Only valid when provided with the initial `textures.set` call
* @default false
*/
premultiplyAlpha?: boolean
}
interface TexturesResourceState {
[key: string]: TextureState
}
interface UniformsResourceState {
[key: string]: UniformValue
}
export class Beam {
constructor(
canvas: HTMLCanvasElement,
config?: {
contextAttributes?: object
extensions?: string[]
contextId?: 'webgl' | 'webgl2'
}
)
gl: WebGLRenderingContext
clear(color?: [number, number, number, number]): this
shader<
B extends ShaderBuffersTemplate,
U extends ShaderUniformsTemplate,
T extends ShaderTexturesTemplate
>(shaderTemplate: {
vs: string
fs: string
buffers?: B
uniforms?: U
textures?: T
mode?: GLTypes
}): Shader<B, U, T>
resource<S extends VertexBufferResourceState>(
type: 'VertexBuffers',
state: S
): VertexBuffersResource<S>
resource<S extends IndexBufferResourceState>(
type: 'IndexBuffer',
state: S
): IndexBufferResource<S>
resource<S extends TexturesResourceState>(
type: 'Textures',
state?: TexturesResourceState
): TexturesResource<S>
resource<S extends UniformsResourceState>(
type: 'Uniforms',
state: S
): UniformsResource<S>
target(width: number, height: number, depth?: boolean): OffscreenTarget
draw(shader: Shader, ...resources: DrawableResource[]): this
}
interface Shader<
B extends ShaderBuffersTemplate = {},
U extends ShaderUniformsTemplate = {},
T extends ShaderTexturesTemplate = {}
> {
beam: Beam
schema: {
buffers: B
uniforms: U
textures: T
mode: GLTypes.Triangles | GLTypes.Lines
}
shaderRefs: {
program: WebGLProgram
attributes: {
[key: string]: {
type: SchemaTypes
location: number
}
}
uniforms: {
[key: string]: {
type: SchemaTypes
location: number
}
}
}
}
interface Resource<T = '', S = {}> {
type: T
state: S
}
interface OffscreenTarget {
state: {
width: number
height: number
depth: boolean
}
resize(width: number, height: number): void
readonly texture: WebGLTexture
use(drawCallback: Function): void
}
interface VertexBuffersResource<S = {}> extends Resource<'VertexBuffers', S> {
set(key: string, val: VertexBufferValue): this
destroy(key: string): void
}
interface IndexBufferResource<S = {}> extends Resource<'IndexBuffer', S> {
set(state: IndexBufferResourceState): this
destroy(): void
}
interface UniformsResource<S = {}> extends Resource<'Uniforms', S> {
set(key: string, val: UniformValue): this
}
interface TexturesResource<S = {}> extends Resource<'Textures', S> {
set(key: string, val: TextureState): this
set(key: string, val: WebGLTexture & { texture: never }): this
destroy(key: string): void
}
type DrawableResource =
| VertexBuffersResource
| IndexBufferResource
| UniformsResource
| TexturesResource
}