diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index 92732f7..8965629 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -15,7 +15,7 @@ jobs: with: node-version: 20 - name: Install Dependencies - run: npm install + run: npm ci - name: Check run: npm run check - name: Package diff --git a/.github/workflows/npm-publish.yml b/.github/workflows/npm-publish.yml index d9890c4..8b5a890 100644 --- a/.github/workflows/npm-publish.yml +++ b/.github/workflows/npm-publish.yml @@ -16,8 +16,9 @@ jobs: with: node-version: 20 registry-url: https://registry.npmjs.org/ + - run: cd packages/svader - name: Install Dependencies - run: npm install + run: npm ci - name: Package run: npm run package - name: Publish diff --git a/.gitignore b/.gitignore index 715b548..2fe4f44 100644 --- a/.gitignore +++ b/.gitignore @@ -3,9 +3,9 @@ node_modules # Output .output .vercel -/.svelte-kit -/build -/dist +.svelte-kit +build +dist # OS .DS_Store diff --git a/.npmrc b/.npmrc deleted file mode 100644 index b6f27f1..0000000 --- a/.npmrc +++ /dev/null @@ -1 +0,0 @@ -engine-strict=true diff --git a/LICENSE.md b/LICENSE.md deleted file mode 100644 index 029c148..0000000 --- a/LICENSE.md +++ /dev/null @@ -1,21 +0,0 @@ -MIT License - -Copyright (c) 2024 Holger Dal Mogensen - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. diff --git a/LICENSE.md b/LICENSE.md new file mode 120000 index 0000000..e6c6c60 --- /dev/null +++ b/LICENSE.md @@ -0,0 +1 @@ +C:/Users/Holger/OneDrive/DAW/voil/svader/packages/svader/LICENSE.md \ No newline at end of file diff --git a/README.md b/README.md deleted file mode 100644 index 1b15580..0000000 --- a/README.md +++ /dev/null @@ -1,294 +0,0 @@ -

- - - Svader Logo - -

- -# Svader - -Create GPU-rendered Svelte components with WebGL and WebGPU fragment shaders. - -## What is a fragment shader? - -In short, a _fragment shader_ can be written as a program that takes the coordinates of a pixel on the screen and returns the color that this pixel should have. -This program can be executed on the GPU, ensuring massive parallelism and speed. - -To learn more about how to write fragment shaders, check out [The Book of Shaders](https://thebookofshaders.com/). - -The following is a collection of examples all made using Svader. The live version of all of these can be previewed on [svader.vercel.app](https://svader.vercel.app/), -and the source code can be found in the [`src/routes/`](https://github.com/sockmaster27/svader/tree/master/src/routes) directory. - -![Shader example collage](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/collage.png) - -## Installation - -```bash -# npm -npm i -D svader - -# pnpm -pnpm i -D svader - -# Bun -bun i -D svader - -# Yarn -yarn add -D svader -``` - -## Usage - -To use a fragment shader component, you first need to decide whether to use WebGL or WebGPU. -If you're unsure about what to use, see the [WebGL vs. WebGPU](#webgl-vs-webgpu) section. - -### Sections - -- [WebGL](#webgl) - - [WebGL parameters](#webgl-parameters) - - [WebGL built-in values](#webgl-built-in-values) -- [WebGPU](#webgpu) - - [WebGPU parameters](#webgpu-parameters) - - [WebGPU built-in values](#webgpu-built-in-values) - -### WebGL - -The following is a minimal example of a WebGL fragment shader component. - -[**View in REPL**](https://svelte.dev/repl/3e4a38bca5ca49fa94e1106a841063d5?version=4.2.19) - -```svelte - - - -
WebGL not supported in this environment.
-
-``` - -This produces the following output: - -![Output of the WebGL shader](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/debugShaderWebGl.png) - -Here, the `shaderCode` variable is a string containing the [GLES](https://en.wikipedia.org/wiki/OpenGL_ES) shader code. -For simplicity, this is stored as a string, but it would typically be stored in a separate `myShader.frag` file. -When loading the shader from a file, it might be useful to know that the `code` property accepts both a `string` and a `Promise`. - -What this code does is: - -1. Add the given `u_offset` uniform to the 2D coordinates of the pixel given by `gl_FragCoord.xy`. -2. Divide the resulting coordinates entrywise by the `u_resolution` uniform to normalize the coordinates between 0 and 1. -3. Return the normalized coordinates as the color of the pixel, such that the `x` coordinate becomes the red channel and the `y` coordinate becomes the green channel. The blue channel is always set to 0, and the alpha (opacity) channel is always set to 1 (fully opaque). - -In GLES, _uniforms_ are inputs to the function, that are the same for every pixel on the screen. -These need to be passed in via the `parameters` property of the `` component. -In this case, we need to pass in two uniforms: `u_resolution` and `u_offset`. -Since these specific parameters are very commonly used, they are specially implemented in Svader -such that the `value` property of each parameter can simply be set to `"resolution"` and `"offset"` respectively. - -Lastly, the `` component accepts a fallback slot, which is rendered when the browser cannot render the shader. - -#### WebGL parameters - -The `parameters` property is an array of objects with the following properties: - -- **`name`**: The name of the uniform parameter, e.g. `"my_uniform"`. - This must match the name of the parameter in the shader code. - -- **`type`**: The type of the uniform parameter as it is written in the shader code, e.g. `"float"`. - If the `value` property is a [built-in value](#webgl-built-in-values), such as `"resolution"`, - the `type` will be determined automatically and should not be set. - -- **`value`**: The value of the uniform parameter, or a string specifying a [built-in value](#webgl-built-in-values). - If not a built-in value, the type of this property must correspond to the `type` property, such that: - - **`float`, `int`, `uint`** is a `number`, - - **`vecN`, `ivecN`, `uvecN`** is a `number[]` with a length of `N`, e.g. `vec2` -> `[1.2, 3.4]`. - - **`matN`** is a `number[]` with a length of `N * N`, e.g. `mat2` -> `[1, 2, 3, 4]`. - -##### WebGL built-in values - -Some types of uniforms are used very often. These are implemented in Svader itself, and referred to as _built-in values_. -To use these, the `value` property of the parameter object must be set to a string matching one of the following: - -- **`"resolution"`**: A `vec2` of the canvas width and height in physical device pixels. - -- **`"scale"`**: A `float` of the ratio between CSS pixels and physical device pixels, i.e. zoom level. - For example, if the browser has been zoomed to 150%, the `scale` parameter will be `1.5`. - -- **`"time"`**: A `float` of the current time in seconds. - NOTE: Passing this parameter to the shader will cause it to rerender every frame. - -- **`"offset"`**: A `vec2` to be added to the `gl_FragCoord.xy` of the fragment shader. - Sometimes the size of the canvas is limited by hardware. - To compensate for this, Svader creates a virtual canvas with a smaller cutout shifting around to cover the screen. - The `"resolution"` parameter is automatically adjusted to match the size of this virtual canvas, but for technical reasons, - the `gl_FragCoord.xy` cannot be adjusted from the outside. - Therefore, the `"offset"` parameter is provided to be manually added to these coordinates. - -### WebGPU - -The following is a minimal example of a WebGPU fragment shader component. - -[**View in REPL**](https://svelte.dev/repl/498446d091964bb199e6a88bce90feae?version=4.2.19) - -```svelte - - - -
WebGPU not supported in this environment.
-
-``` - -This produces the following output: - -![Output of the WebGPU shader](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/debugShaderWebGpu.png) - -Here, the `shaderCode` variable is a string containing the [WGSL](https://google.github.io/tour-of-wgsl/) shader code. -For simplicity, this is stored as a string, but it would typically be stored in a separate `myShader.wgsl` file. -When loading the shader from a file, it might be useful to know that the `code` property accepts both a `string` and a `Promise`. - -What this code does is: - -1. Add the given `offset` uniform variable to the 2D coordinates of the pixel given by `raw_pos.xy`. -2. Divide the resulting coordinates entrywise by the `resolution` uniform to normalize the coordinates between 0 and 1. -3. Return the normalized coordinates as the color of the pixel, such that the `x` coordinate becomes the red channel and the `y` coordinate becomes the green channel. The blue channel is always set to 0, and the alpha (opacity) channel is always set to 1 (fully opaque). - -In WGSL, these `var`s are the primary way to pass in parameters to the shader. -These need to be passed in via the `parameters` property of the `` component. -In this case, we need to pass in two uniforms: `resolution` and `offset`. -Since these specific parameters are very commonly used, they are specially implemented in Svader -such that the `value` property of each parameter can simply be set to `"resolution"` and `"offset"` respectively. - -Lastly, the `` component accepts a fallback slot, which is rendered when the browser cannot render the shader. - -#### WebGPU parameters - -The `parameters` property is an array of objects with the following properties: - -- **`label`**: The name of the parameter to be used for debugging. - This does not have to correspond to the name of the parameter in the shader code. - -- **`binding`**: An integer used to match the parameter to the variable in the shader code. - This has to match the `binding` property of the parameter in the shader code, e.g. for the variable declaration - - ```WGSL - @group(0) @binding(42) var my_variable: f32; - ``` - - the `binding` property should be `42`. - -- **`value`**: The value of the parameter, or a string specifying a [built-in value](#webgpu-built-in-values). - If not a built-in value, this parameter should be an `ArrayBuffer`/`ArrayBufferView`. - For example, to pass in a number to an `f32` parameter, it can be constructed like `new Float32Array([myNumberValue])`. - -- **`storage`**: [Optional - defaults to `false`] Whether the parameter is a storage variable rather than a uniform variable. - This has to match the declaration in the shader code, e.g. for the variable declaration - - ```WGSL - @group(0) @binding(0) var my_variable: f32; - ``` - - the `storage` property should be `false` or omitted, and for - - ```WGSL - @group(0) @binding(0) var my_variable: f32; - ``` - - it should be `true`. - Note that Svader currently only supports `var` and not `var`. - -##### WebGPU built-in values - -Some types of inputs are used very often. These are implemented in Svader itself, and referred to as _built-in values_. -To use these, the `value` property of the parameter object must be set to a string matching one of the following: - -- **`"resolution"`**: A `vec2f` of the canvas width and height in physical device pixels. - -- **`"scale"`**: An `f32` of the ratio between CSS pixels and physical device pixels, i.e. zoom level. - For example, if the browser has been zoomed to 150%, the `scale` parameter will be `1.5`. - -- **`"time"`**: An `f32` of the current time in seconds. - NOTE: Passing this parameter to the shader will cause it to rerender every frame. - -- **`"offset"`**: A `vec2f` to be added to the `@builtin(position)` of the fragment shader. - Sometimes the size of the canvas is limited by hardware. - To compensate for this, Svader creates a virtual canvas with a smaller cutout shifting around to cover the screen. - The `"resolution"` parameter is automatically adjusted to match the size of this virtual canvas, but for technical reasons, - the `@builtin(position)` cannot be adjusted from the outside. - Therefore, the `"offset"` parameter is provided to be manually added to these coordinates. - -## WebGL vs. WebGPU - -**For practical applications, default to using WebGL.** - -WebGL and WebGPU are both rendering APIs that allow web applications to render GPU-accelerated graphics. - -WebGL is the older of the two and is supported by [all modern browsers](https://caniuse.com/webgl). - -WebGPU is still in the experimental stage and is only supported in a [few browsers](https://caniuse.com/webgpu). -However, it supports certain features that WebGL does not. For example, as of writing, WebGL in Google Chrome only supports having 8 canvases active in the document at once, while WebGPU supports a practically unlimited number. - -## License - -Svader is licensed under the [MIT License](https://github.com/sockmaster27/svader/blob/master/LICENSE.md). diff --git a/README.md b/README.md new file mode 120000 index 0000000..05ef881 --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +C:/Users/Holger/OneDrive/DAW/voil/svader/packages/svader/README.md \ No newline at end of file diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 0000000..84463c0 --- /dev/null +++ b/package-lock.json @@ -0,0 +1,2216 @@ +{ + "name": "svader-monorepo", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "svader-monorepo", + "workspaces": [ + "packages/*" + ] + }, + "node_modules/@ampproject/remapping": { + "version": "2.3.0", + "resolved": "https://registry.npmjs.org/@ampproject/remapping/-/remapping-2.3.0.tgz", + 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"accelerated", - "graphics", - "fragment", - "shader", - "shaders" + "name": "svader-monorepo", + "private": true, + "workspaces": [ + "packages/*" ], "scripts": { - "dev": "vite dev", - "build": "vite build && npm run package", - "preview": "vite build && vite preview", - "package": "svelte-kit sync && svelte-package && publint", - "prepublishOnly": "npm run package", - "check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json", - "check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch" - }, - "exports": { - ".": { - "types": "./dist/index.d.ts", - "svelte": "./dist/index.js" - } - }, - "files": [ - "dist", - "!dist/**/*.test.*", - "!dist/**/*.spec.*" - ], - "peerDependencies": { - "svelte": "^4.0.0" - }, - "devDependencies": { - "@sveltejs/adapter-auto": "^3.2.4", - "@sveltejs/kit": "^2.5.22", - "@sveltejs/package": "^2.3.4", - "@sveltejs/vite-plugin-svelte": "^3.1.1", - "@webgpu/types": "^0.1.44", - "publint": "^0.2.9", - "svelte": "^4.2.18", - "svelte-check": "^3.8.5", - "typescript": "^5.5.4", - "vite": "^5.4.0" - }, - "svelte": "./dist/index.js", - "types": "./dist/index.d.ts", - "type": "module" + "package": "cd packages/svader && npm run package", + "dev:v4": "npm run package && cd packages/tests-svelte4 && npm run dev", + "preview:v4": "npm run package && cd packages/tests-svelte4 && npm run preview", + "check": "npm run package && npm run check:svader && npm run check:tests-svelte4", + "check:svader": "cd packages/svader && npm run check", + "check:tests-svelte4": "cd packages/tests-svelte4 && npm run check", + "build": "npm run package && npm run build:tests-svelte4", + "build:tests-svelte4": "cd packages/tests-svelte4 && npm run build" + } } diff --git a/packages/svader/LICENSE.md b/packages/svader/LICENSE.md new file mode 100644 index 0000000..029c148 --- /dev/null +++ b/packages/svader/LICENSE.md @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2024 Holger Dal Mogensen + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/packages/svader/README.md b/packages/svader/README.md new file mode 100644 index 0000000..1b15580 --- /dev/null +++ b/packages/svader/README.md @@ -0,0 +1,294 @@ +

+ + + Svader Logo + +

+ +# Svader + +Create GPU-rendered Svelte components with WebGL and WebGPU fragment shaders. + +## What is a fragment shader? + +In short, a _fragment shader_ can be written as a program that takes the coordinates of a pixel on the screen and returns the color that this pixel should have. +This program can be executed on the GPU, ensuring massive parallelism and speed. + +To learn more about how to write fragment shaders, check out [The Book of Shaders](https://thebookofshaders.com/). + +The following is a collection of examples all made using Svader. The live version of all of these can be previewed on [svader.vercel.app](https://svader.vercel.app/), +and the source code can be found in the [`src/routes/`](https://github.com/sockmaster27/svader/tree/master/src/routes) directory. + +![Shader example collage](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/collage.png) + +## Installation + +```bash +# npm +npm i -D svader + +# pnpm +pnpm i -D svader + +# Bun +bun i -D svader + +# Yarn +yarn add -D svader +``` + +## Usage + +To use a fragment shader component, you first need to decide whether to use WebGL or WebGPU. +If you're unsure about what to use, see the [WebGL vs. WebGPU](#webgl-vs-webgpu) section. + +### Sections + +- [WebGL](#webgl) + - [WebGL parameters](#webgl-parameters) + - [WebGL built-in values](#webgl-built-in-values) +- [WebGPU](#webgpu) + - [WebGPU parameters](#webgpu-parameters) + - [WebGPU built-in values](#webgpu-built-in-values) + +### WebGL + +The following is a minimal example of a WebGL fragment shader component. + +[**View in REPL**](https://svelte.dev/repl/3e4a38bca5ca49fa94e1106a841063d5?version=4.2.19) + +```svelte + + + +
WebGL not supported in this environment.
+
+``` + +This produces the following output: + +![Output of the WebGL shader](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/debugShaderWebGl.png) + +Here, the `shaderCode` variable is a string containing the [GLES](https://en.wikipedia.org/wiki/OpenGL_ES) shader code. +For simplicity, this is stored as a string, but it would typically be stored in a separate `myShader.frag` file. +When loading the shader from a file, it might be useful to know that the `code` property accepts both a `string` and a `Promise`. + +What this code does is: + +1. Add the given `u_offset` uniform to the 2D coordinates of the pixel given by `gl_FragCoord.xy`. +2. Divide the resulting coordinates entrywise by the `u_resolution` uniform to normalize the coordinates between 0 and 1. +3. Return the normalized coordinates as the color of the pixel, such that the `x` coordinate becomes the red channel and the `y` coordinate becomes the green channel. The blue channel is always set to 0, and the alpha (opacity) channel is always set to 1 (fully opaque). + +In GLES, _uniforms_ are inputs to the function, that are the same for every pixel on the screen. +These need to be passed in via the `parameters` property of the `` component. +In this case, we need to pass in two uniforms: `u_resolution` and `u_offset`. +Since these specific parameters are very commonly used, they are specially implemented in Svader +such that the `value` property of each parameter can simply be set to `"resolution"` and `"offset"` respectively. + +Lastly, the `` component accepts a fallback slot, which is rendered when the browser cannot render the shader. + +#### WebGL parameters + +The `parameters` property is an array of objects with the following properties: + +- **`name`**: The name of the uniform parameter, e.g. `"my_uniform"`. + This must match the name of the parameter in the shader code. + +- **`type`**: The type of the uniform parameter as it is written in the shader code, e.g. `"float"`. + If the `value` property is a [built-in value](#webgl-built-in-values), such as `"resolution"`, + the `type` will be determined automatically and should not be set. + +- **`value`**: The value of the uniform parameter, or a string specifying a [built-in value](#webgl-built-in-values). + If not a built-in value, the type of this property must correspond to the `type` property, such that: + - **`float`, `int`, `uint`** is a `number`, + - **`vecN`, `ivecN`, `uvecN`** is a `number[]` with a length of `N`, e.g. `vec2` -> `[1.2, 3.4]`. + - **`matN`** is a `number[]` with a length of `N * N`, e.g. `mat2` -> `[1, 2, 3, 4]`. + +##### WebGL built-in values + +Some types of uniforms are used very often. These are implemented in Svader itself, and referred to as _built-in values_. +To use these, the `value` property of the parameter object must be set to a string matching one of the following: + +- **`"resolution"`**: A `vec2` of the canvas width and height in physical device pixels. + +- **`"scale"`**: A `float` of the ratio between CSS pixels and physical device pixels, i.e. zoom level. + For example, if the browser has been zoomed to 150%, the `scale` parameter will be `1.5`. + +- **`"time"`**: A `float` of the current time in seconds. + NOTE: Passing this parameter to the shader will cause it to rerender every frame. + +- **`"offset"`**: A `vec2` to be added to the `gl_FragCoord.xy` of the fragment shader. + Sometimes the size of the canvas is limited by hardware. + To compensate for this, Svader creates a virtual canvas with a smaller cutout shifting around to cover the screen. + The `"resolution"` parameter is automatically adjusted to match the size of this virtual canvas, but for technical reasons, + the `gl_FragCoord.xy` cannot be adjusted from the outside. + Therefore, the `"offset"` parameter is provided to be manually added to these coordinates. + +### WebGPU + +The following is a minimal example of a WebGPU fragment shader component. + +[**View in REPL**](https://svelte.dev/repl/498446d091964bb199e6a88bce90feae?version=4.2.19) + +```svelte + + + +
WebGPU not supported in this environment.
+
+``` + +This produces the following output: + +![Output of the WebGPU shader](https://raw.githubusercontent.com/sockmaster27/svader/master/resources/debugShaderWebGpu.png) + +Here, the `shaderCode` variable is a string containing the [WGSL](https://google.github.io/tour-of-wgsl/) shader code. +For simplicity, this is stored as a string, but it would typically be stored in a separate `myShader.wgsl` file. +When loading the shader from a file, it might be useful to know that the `code` property accepts both a `string` and a `Promise`. + +What this code does is: + +1. Add the given `offset` uniform variable to the 2D coordinates of the pixel given by `raw_pos.xy`. +2. Divide the resulting coordinates entrywise by the `resolution` uniform to normalize the coordinates between 0 and 1. +3. Return the normalized coordinates as the color of the pixel, such that the `x` coordinate becomes the red channel and the `y` coordinate becomes the green channel. The blue channel is always set to 0, and the alpha (opacity) channel is always set to 1 (fully opaque). + +In WGSL, these `var`s are the primary way to pass in parameters to the shader. +These need to be passed in via the `parameters` property of the `` component. +In this case, we need to pass in two uniforms: `resolution` and `offset`. +Since these specific parameters are very commonly used, they are specially implemented in Svader +such that the `value` property of each parameter can simply be set to `"resolution"` and `"offset"` respectively. + +Lastly, the `` component accepts a fallback slot, which is rendered when the browser cannot render the shader. + +#### WebGPU parameters + +The `parameters` property is an array of objects with the following properties: + +- **`label`**: The name of the parameter to be used for debugging. + This does not have to correspond to the name of the parameter in the shader code. + +- **`binding`**: An integer used to match the parameter to the variable in the shader code. + This has to match the `binding` property of the parameter in the shader code, e.g. for the variable declaration + + ```WGSL + @group(0) @binding(42) var my_variable: f32; + ``` + + the `binding` property should be `42`. + +- **`value`**: The value of the parameter, or a string specifying a [built-in value](#webgpu-built-in-values). + If not a built-in value, this parameter should be an `ArrayBuffer`/`ArrayBufferView`. + For example, to pass in a number to an `f32` parameter, it can be constructed like `new Float32Array([myNumberValue])`. + +- **`storage`**: [Optional - defaults to `false`] Whether the parameter is a storage variable rather than a uniform variable. + This has to match the declaration in the shader code, e.g. for the variable declaration + + ```WGSL + @group(0) @binding(0) var my_variable: f32; + ``` + + the `storage` property should be `false` or omitted, and for + + ```WGSL + @group(0) @binding(0) var my_variable: f32; + ``` + + it should be `true`. + Note that Svader currently only supports `var` and not `var`. + +##### WebGPU built-in values + +Some types of inputs are used very often. These are implemented in Svader itself, and referred to as _built-in values_. +To use these, the `value` property of the parameter object must be set to a string matching one of the following: + +- **`"resolution"`**: A `vec2f` of the canvas width and height in physical device pixels. + +- **`"scale"`**: An `f32` of the ratio between CSS pixels and physical device pixels, i.e. zoom level. + For example, if the browser has been zoomed to 150%, the `scale` parameter will be `1.5`. + +- **`"time"`**: An `f32` of the current time in seconds. + NOTE: Passing this parameter to the shader will cause it to rerender every frame. + +- **`"offset"`**: A `vec2f` to be added to the `@builtin(position)` of the fragment shader. + Sometimes the size of the canvas is limited by hardware. + To compensate for this, Svader creates a virtual canvas with a smaller cutout shifting around to cover the screen. + The `"resolution"` parameter is automatically adjusted to match the size of this virtual canvas, but for technical reasons, + the `@builtin(position)` cannot be adjusted from the outside. + Therefore, the `"offset"` parameter is provided to be manually added to these coordinates. + +## WebGL vs. WebGPU + +**For practical applications, default to using WebGL.** + +WebGL and WebGPU are both rendering APIs that allow web applications to render GPU-accelerated graphics. + +WebGL is the older of the two and is supported by [all modern browsers](https://caniuse.com/webgl). + +WebGPU is still in the experimental stage and is only supported in a [few browsers](https://caniuse.com/webgpu). +However, it supports certain features that WebGL does not. For example, as of writing, WebGL in Google Chrome only supports having 8 canvases active in the document at once, while WebGPU supports a practically unlimited number. + +## License + +Svader is licensed under the [MIT License](https://github.com/sockmaster27/svader/blob/master/LICENSE.md). diff --git a/packages/svader/package.json b/packages/svader/package.json new file mode 100644 index 0000000..219edec --- /dev/null +++ b/packages/svader/package.json @@ -0,0 +1,55 @@ +{ + "name": "svader", + "version": "0.4.1", + "description": "Create GPU-rendered Svelte components", + "author": "Holger Dal Mogensen", + "license": "MIT", + "repository": "github:sockmaster27/svader", + "keywords": [ + "svader", + "svelte", + "svelte-components", + "webgpu", + "webgl", + "gpu", + "accelerated", + "graphics", + "fragment", + "shader", + "shaders" + ], + "scripts": { + "package": "svelte-kit sync && svelte-package && publint", + "prepublishOnly": "npm run package", + "check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json", + "check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch" + }, + "exports": { + ".": { + "types": "./dist/index.d.ts", + "svelte": "./dist/index.js" + } + }, + "files": [ + "dist", + "!dist/**/*.test.*", + "!dist/**/*.spec.*" + ], + "peerDependencies": { + "svelte": "^4.0.0" + }, + "devDependencies": { + "@sveltejs/kit": "^2.0.0", + "@sveltejs/package": "^2.3.4", + "@sveltejs/vite-plugin-svelte": "^3.0.0", + "@webgpu/types": "^0.1.44", + "publint": "^0.2.9", + "svelte": "^4.0.0", + "svelte-check": "^3.8.5", + "typescript": "^5.5.4", + "vite": "^5.4.0" + }, + "svelte": "./dist/index.js", + "types": "./dist/index.d.ts", + "type": "module" +} diff --git a/src/lib/BaseShader.svelte b/packages/svader/src/lib/BaseShader.svelte similarity index 100% rename from src/lib/BaseShader.svelte rename to packages/svader/src/lib/BaseShader.svelte diff --git a/src/lib/WebGlShader.svelte b/packages/svader/src/lib/WebGlShader.svelte similarity index 100% rename from src/lib/WebGlShader.svelte rename to packages/svader/src/lib/WebGlShader.svelte diff --git a/src/lib/WebGpuShader.svelte b/packages/svader/src/lib/WebGpuShader.svelte similarity index 100% rename from src/lib/WebGpuShader.svelte rename to packages/svader/src/lib/WebGpuShader.svelte diff --git a/src/lib/index.js b/packages/svader/src/lib/index.js similarity index 100% rename from src/lib/index.js rename to packages/svader/src/lib/index.js diff --git a/src/lib/intersectionObserver.js b/packages/svader/src/lib/intersectionObserver.js similarity index 100% rename from src/lib/intersectionObserver.js rename to packages/svader/src/lib/intersectionObserver.js diff --git a/src/lib/utils.js b/packages/svader/src/lib/utils.js similarity index 100% rename from src/lib/utils.js rename to packages/svader/src/lib/utils.js diff --git a/packages/svader/svelte.config.js b/packages/svader/svelte.config.js new file mode 100644 index 0000000..bded485 --- /dev/null +++ b/packages/svader/svelte.config.js @@ -0,0 +1,4 @@ +/** @type {import('@sveltejs/kit').Config} */ +const config = {}; + +export default config; diff --git a/tsconfig.json b/packages/svader/tsconfig.json similarity index 100% rename from tsconfig.json rename to packages/svader/tsconfig.json diff --git a/packages/tests-svelte4/package.json b/packages/tests-svelte4/package.json new file mode 100644 index 0000000..fbf1481 --- /dev/null +++ b/packages/tests-svelte4/package.json @@ -0,0 +1,23 @@ +{ + "name": "tests-svelte4", + "private": true, + "scripts": { + "dev": "vite dev", + "build": "vite build", + "preview": "vite build && vite preview", + "check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json", + "check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch" + }, + "devDependencies": { + "@sveltejs/adapter-auto": "^3.0.0", + "@sveltejs/kit": "^2.0.0", + "@sveltejs/vite-plugin-svelte": "^3.1.1", + "svelte": "^4.0.0", + "svelte-check": "^4.0.0", + "typescript": "^5.0.0", + "vite": "^5.0.11" + }, + "svelte": "./dist/index.js", + "types": "./dist/index.d.ts", + "type": "module" +} diff --git a/resources/banner.png b/packages/tests-svelte4/resources/banner.png similarity index 100% rename from resources/banner.png rename to packages/tests-svelte4/resources/banner.png diff --git a/resources/bubbles.png b/packages/tests-svelte4/resources/bubbles.png similarity index 100% rename from resources/bubbles.png rename to packages/tests-svelte4/resources/bubbles.png diff --git a/resources/collage.png b/packages/tests-svelte4/resources/collage.png similarity index 100% rename from resources/collage.png rename to packages/tests-svelte4/resources/collage.png diff --git a/resources/debugShaderWebGl.png b/packages/tests-svelte4/resources/debugShaderWebGl.png similarity index 100% rename from resources/debugShaderWebGl.png rename to packages/tests-svelte4/resources/debugShaderWebGl.png diff --git a/resources/debugShaderWebGpu.png b/packages/tests-svelte4/resources/debugShaderWebGpu.png similarity index 100% rename from resources/debugShaderWebGpu.png rename to packages/tests-svelte4/resources/debugShaderWebGpu.png diff --git a/resources/halo.png b/packages/tests-svelte4/resources/halo.png similarity index 100% rename from resources/halo.png rename to packages/tests-svelte4/resources/halo.png diff --git a/resources/logoDark.png b/packages/tests-svelte4/resources/logoDark.png similarity index 100% rename from resources/logoDark.png rename to packages/tests-svelte4/resources/logoDark.png diff --git a/resources/logoLight.png b/packages/tests-svelte4/resources/logoLight.png similarity index 100% rename from resources/logoLight.png rename to packages/tests-svelte4/resources/logoLight.png diff --git a/resources/slider.png b/packages/tests-svelte4/resources/slider.png similarity index 100% rename from resources/slider.png rename to packages/tests-svelte4/resources/slider.png diff --git a/src/app.d.ts b/packages/tests-svelte4/src/app.d.ts similarity index 100% rename from src/app.d.ts rename to packages/tests-svelte4/src/app.d.ts diff --git a/src/app.html b/packages/tests-svelte4/src/app.html similarity index 82% rename from src/app.html rename to packages/tests-svelte4/src/app.html index 2f12f93..faf2db7 100644 --- a/src/app.html +++ b/packages/tests-svelte4/src/app.html @@ -3,6 +3,7 @@ + %sveltekit.head% diff --git a/src/routes/+layout.server.js b/packages/tests-svelte4/src/routes/+layout.server.js similarity index 100% rename from src/routes/+layout.server.js rename to packages/tests-svelte4/src/routes/+layout.server.js diff --git a/src/routes/+page.svelte b/packages/tests-svelte4/src/routes/+page.svelte similarity index 100% rename from src/routes/+page.svelte rename to packages/tests-svelte4/src/routes/+page.svelte diff --git a/src/routes/hello-world/+page.svelte b/packages/tests-svelte4/src/routes/hello-world/+page.svelte similarity index 100% rename from src/routes/hello-world/+page.svelte rename to packages/tests-svelte4/src/routes/hello-world/+page.svelte diff --git a/src/routes/hello-world/webgl/+page.svelte b/packages/tests-svelte4/src/routes/hello-world/webgl/+page.svelte similarity index 89% rename from src/routes/hello-world/webgl/+page.svelte rename to packages/tests-svelte4/src/routes/hello-world/webgl/+page.svelte index 3a6b533..09cf622 100644 --- a/src/routes/hello-world/webgl/+page.svelte +++ b/packages/tests-svelte4/src/routes/hello-world/webgl/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/hello-world/webgl/shader.frag b/packages/tests-svelte4/src/routes/hello-world/webgl/shader.frag similarity index 100% rename from src/routes/hello-world/webgl/shader.frag rename to packages/tests-svelte4/src/routes/hello-world/webgl/shader.frag diff --git a/src/routes/hello-world/webgpu/+page.svelte b/packages/tests-svelte4/src/routes/hello-world/webgpu/+page.svelte similarity index 90% rename from src/routes/hello-world/webgpu/+page.svelte rename to packages/tests-svelte4/src/routes/hello-world/webgpu/+page.svelte index 75a3e92..9335e26 100644 --- a/src/routes/hello-world/webgpu/+page.svelte +++ b/packages/tests-svelte4/src/routes/hello-world/webgpu/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/hello-world/webgpu/shader.wgsl b/packages/tests-svelte4/src/routes/hello-world/webgpu/shader.wgsl similarity index 100% rename from src/routes/hello-world/webgpu/shader.wgsl rename to packages/tests-svelte4/src/routes/hello-world/webgpu/shader.wgsl diff --git a/src/routes/landing-page-bubbles/+page.svelte b/packages/tests-svelte4/src/routes/landing-page-bubbles/+page.svelte similarity index 100% rename from src/routes/landing-page-bubbles/+page.svelte rename to packages/tests-svelte4/src/routes/landing-page-bubbles/+page.svelte diff --git a/src/routes/landing-page-bubbles/webgl/+page.svelte b/packages/tests-svelte4/src/routes/landing-page-bubbles/webgl/+page.svelte similarity index 97% rename from src/routes/landing-page-bubbles/webgl/+page.svelte rename to packages/tests-svelte4/src/routes/landing-page-bubbles/webgl/+page.svelte index d4c2dcb..e3f0794 100644 --- a/src/routes/landing-page-bubbles/webgl/+page.svelte +++ b/packages/tests-svelte4/src/routes/landing-page-bubbles/webgl/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/landing-page-halo/webgl/shader.frag b/packages/tests-svelte4/src/routes/landing-page-halo/webgl/shader.frag similarity index 100% rename from src/routes/landing-page-halo/webgl/shader.frag rename to packages/tests-svelte4/src/routes/landing-page-halo/webgl/shader.frag diff --git a/src/routes/landing-page-halo/webgpu/+page.svelte b/packages/tests-svelte4/src/routes/landing-page-halo/webgpu/+page.svelte similarity index 96% rename from src/routes/landing-page-halo/webgpu/+page.svelte rename to packages/tests-svelte4/src/routes/landing-page-halo/webgpu/+page.svelte index 0e71e94..2622c48 100644 --- a/src/routes/landing-page-halo/webgpu/+page.svelte +++ b/packages/tests-svelte4/src/routes/landing-page-halo/webgpu/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/landing-page-halo/webgpu/shader.wgsl b/packages/tests-svelte4/src/routes/landing-page-halo/webgpu/shader.wgsl similarity index 100% rename from src/routes/landing-page-halo/webgpu/shader.wgsl rename to packages/tests-svelte4/src/routes/landing-page-halo/webgpu/shader.wgsl diff --git a/src/routes/logo/+page.svelte b/packages/tests-svelte4/src/routes/logo/+page.svelte similarity index 100% rename from src/routes/logo/+page.svelte rename to packages/tests-svelte4/src/routes/logo/+page.svelte diff --git a/src/routes/logo/logoDark.png b/packages/tests-svelte4/src/routes/logo/logoDark.png similarity index 100% rename from src/routes/logo/logoDark.png rename to packages/tests-svelte4/src/routes/logo/logoDark.png diff --git a/src/routes/logo/webgl/+page.svelte b/packages/tests-svelte4/src/routes/logo/webgl/+page.svelte similarity index 97% rename from src/routes/logo/webgl/+page.svelte rename to packages/tests-svelte4/src/routes/logo/webgl/+page.svelte index 29059ba..9203423 100644 --- a/src/routes/logo/webgl/+page.svelte +++ b/packages/tests-svelte4/src/routes/logo/webgl/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/logo/webgl/shader.frag b/packages/tests-svelte4/src/routes/logo/webgl/shader.frag similarity index 100% rename from src/routes/logo/webgl/shader.frag rename to packages/tests-svelte4/src/routes/logo/webgl/shader.frag diff --git a/src/routes/logo/webgpu/+page.svelte b/packages/tests-svelte4/src/routes/logo/webgpu/+page.svelte similarity index 97% rename from src/routes/logo/webgpu/+page.svelte rename to packages/tests-svelte4/src/routes/logo/webgpu/+page.svelte index 505e5f1..9cd727d 100644 --- a/src/routes/logo/webgpu/+page.svelte +++ b/packages/tests-svelte4/src/routes/logo/webgpu/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/logo/webgpu/shader.wgsl b/packages/tests-svelte4/src/routes/logo/webgpu/shader.wgsl similarity index 100% rename from src/routes/logo/webgpu/shader.wgsl rename to packages/tests-svelte4/src/routes/logo/webgpu/shader.wgsl diff --git a/src/routes/oversized-canvas/+page.svelte b/packages/tests-svelte4/src/routes/oversized-canvas/+page.svelte similarity index 100% rename from src/routes/oversized-canvas/+page.svelte rename to packages/tests-svelte4/src/routes/oversized-canvas/+page.svelte diff --git a/src/routes/oversized-canvas/webgl/+page.svelte b/packages/tests-svelte4/src/routes/oversized-canvas/webgl/+page.svelte similarity index 89% rename from src/routes/oversized-canvas/webgl/+page.svelte rename to packages/tests-svelte4/src/routes/oversized-canvas/webgl/+page.svelte index c608442..7f87c49 100644 --- a/src/routes/oversized-canvas/webgl/+page.svelte +++ b/packages/tests-svelte4/src/routes/oversized-canvas/webgl/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/oversized-canvas/webgl/shader.frag b/packages/tests-svelte4/src/routes/oversized-canvas/webgl/shader.frag similarity index 100% rename from src/routes/oversized-canvas/webgl/shader.frag rename to packages/tests-svelte4/src/routes/oversized-canvas/webgl/shader.frag diff --git a/src/routes/oversized-canvas/webgpu/+page.svelte b/packages/tests-svelte4/src/routes/oversized-canvas/webgpu/+page.svelte similarity index 90% rename from src/routes/oversized-canvas/webgpu/+page.svelte rename to packages/tests-svelte4/src/routes/oversized-canvas/webgpu/+page.svelte index 1a48094..09f9d17 100644 --- a/src/routes/oversized-canvas/webgpu/+page.svelte +++ b/packages/tests-svelte4/src/routes/oversized-canvas/webgpu/+page.svelte @@ -1,5 +1,5 @@ diff --git a/src/routes/oversized-canvas/webgpu/shader.wgsl b/packages/tests-svelte4/src/routes/oversized-canvas/webgpu/shader.wgsl similarity index 100% rename from src/routes/oversized-canvas/webgpu/shader.wgsl rename to packages/tests-svelte4/src/routes/oversized-canvas/webgpu/shader.wgsl diff --git a/src/routes/remount/+page.svelte b/packages/tests-svelte4/src/routes/remount/+page.svelte similarity index 100% rename from src/routes/remount/+page.svelte rename to packages/tests-svelte4/src/routes/remount/+page.svelte diff --git a/src/routes/remount/webgl/+page.svelte b/packages/tests-svelte4/src/routes/remount/webgl/+page.svelte similarity index 93% rename from src/routes/remount/webgl/+page.svelte rename to packages/tests-svelte4/src/routes/remount/webgl/+page.svelte index b6290bd..03f2a08 100644 --- a/src/routes/remount/webgl/+page.svelte +++ b/packages/tests-svelte4/src/routes/remount/webgl/+page.svelte @@ -1,5 +1,5 @@